Anisotropic specular shader

Source: Internet
Author: User

Anisotropic specular]

Anisotropic specular simulates the direction of the surface groove. Just like the CD surface. The surface of the CD has a direction.

In blinnphong, the specular intensity is calculated by N * H, as follows:

In the simple implementation of anisotropic, after anisotropic normal map is required, sin (radians (offset) is converted to the following:

First, after anisotropic normal map is disturbed, the surface normal has a groove.

Secondly, the objective of the sin function is to generate a ring. For example. If there is no sin, there will be no halo.

Finally, _ anisooffset controls the halo location. This allows the HALO to shift horizontally to any position you want.

 

Anisotropic specular shader

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