Chapter 6.2 Lighting and Shadows : Content Creation

Texture Defined Specular Reflection - Using a Texture Defined Specular Reflection Lighting Model. The Texture Defined Specular Reflection (TDS) Lighting model is suitable for surfaces that you want a non-circular gradient highlight. It aligns the center of a texture to where a highlight would be located. This lets an artist paint any texture pattern to define the shape of the highlight. Another advantage of this shading model is when you increase specular sharpness the highlight becomes smaller to an extent and then sharper as opposed to phong which just gets smaller.

Volumetric Lighting Guide - This document outlines the usage of volumetric lighting effects commonly used in Epic’s own Unreal Engine 3 titles. These effects all use unlit translucent materials applied to simple geometric primitives to appear volumetric, even though they are not. The source content required to place these volumetrics is now in the EngineVolumetrics.upk content package.  

Anisotropic Lighting - An anisotropic surface such as brushed metal, the shiny side of a CD, or human hair, gets its characteristic look from the fine grain, grooves or strands at the surface. When performing lighting with regular materials, the calculation only considers the surface's normal vector, the vector to the light, and the vector to the camera. But for anisotropic surfaces there is not really a continuous normal vector to use, because each strand or groove has a variety of different possible normal directions all perpendicular to the direction of the groove. In the MLM_Anisotropic lighting model, the lighting calculation makes use of the tangential direction of the grooves or strands to model how the light will be reflected by the surface. You must supply this direction to the material using the AnisotropicDirection input. Unreal's static lightmap data does not capture the anisotropic direction information very well, so anisotropic materials should be avoided on this type of geometry. However, with Lightmass and DominantLights, the shadow is precomputed but the specular is fully dynamic, so anisotropic materials will work well in this situation.

Custom Lighting - A lighting model defines the way that material inputs such as Emissive, Diffuse, etc are combined with light properties such as Direction, Color, etc to get the final color. The built-in lighting model in UE3 is Phong, which allows per-pixel diffuse and specular lighting. The custom lighting model allows you to provide any lighting model you wish, which is useful for prototyping. It's a good idea to implement the final lighting model in shader code so that it can be optimized more aggressively.

Fake Mesh Lighting - Faking lighting on meshes or mesh particles through materials. ( INCOMPLETE )

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