Lighting

The Shader fully supports 3 Omni Lights at a time.

3 types of Shadows are supported: hard, Soft and Area Shadows!

note: only Hard is available for Max 2009.

 

Valve Software’s Half Lambert shading can be toggled.

Shaded Hue adjusts Hue and Saturation for more shaded colors, unique to the XoliulShader!

A cubemap can be used as ambient Lightsource, allowing for rich ambient colors!

You can even cast fake shadows from cubemaps.

 

Maps

Your Diffusemap can be recolored by a solid color, allowing instant “respraying”, masked by the alpha channel.

Opacitymaps are supported in the Diffuse Alpha, as well as a global opacity value.

Colored or greyscale specular is fully supported.

Glossiness map control Glossiness per pixel. Even colored gloss is possible, for pearlescent effects.

Tangent and Object-Space normalmaps are supported.

Glowmaps allow you to blend between fullbright and lit pixels, allowing for sci-fi glowy bits.

Fresnel Functions

 

Fresnel Power controls the blend of your reflections toward the edges.

Bias controls dead-on Reflection strength, great for carpaint or glass.

 

The Multiplier controls global reflection strength.

XoliulShader supports 3 kinds of reflections, of which two are procedural and don’t even require a bitmap!

 

Procedural Reflection types can be modified in sharpness.

Optionally, you can mask your reflections by a separate texture instead of by the Specmap.

Your cubemap can be blurred, allowing for more matte reflections.