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.