v 0.71
fake spec diffuse light enhancement boosted a bit to be more noticeable
added the direct light rimlight boost back in
Fake Spec Boost
Fake Specs enhance diffuse lighting overall, creating subtle specular shines on things that don't normally have specs, and enhancing stuff that does. When I'm working on them, I'm hyper-focused on them, and notice very subtle amounts. But, regular players are going to be blowing through areas, and won't notice anything that is barely noticeable by me when I'm hyper-focused on them. So, I boosted the amount a bit. The idea isn't for it to be "in your face", but just to add detail that the player might actually notice every now and then as it enhances the scene.
Direct Light Rimlight Boost
Default TDM shaders have a wonderful effect where the rimlighting in direct light would brighten the more direct line-of-sight the player had with the light source, and the closer the player's eye level was to the surface the light source lit up.
When tearing the shaders down and testing each variable to figure out what was doing what, I omitted this, b/c the two parts of it, when tested individually, don't seem like they do much. (one part super-dulls the shine while another part super-brightens). But, going back and looking at default TDM shaders to see what I've missed or did differently, I noticed that when those two var's combine, they create the great rimlight shine boost.
So, I added it back in.. but did so by treating rimlight like a two-step light as well. Base rimlight is done, then it's used to create a specular rimlight that gets added into base rimlight.. and then, that all gets added into specular lighting if the surface has a real specular texture map, or diffuse lighting if it doesn't (and shaped by the fake spec map before doing so).
So, the nice, bright edge is back on the direct rimlighting...
If you're wondering why my rimlighting wraps around more...
The normal map intensity has been boosted, making detail pop out more.
I don't know
I know the normal map adjustment will create more detail to pop out, which means things stick out further and thus get hit by light more. But, other than that, I'm not sure why it wraps more. But, it acts like light bouncing off one pillar onto the backside of the other to extend the rimlight range. I like the effect, so keeping it.
glprogs.stages.interaction.071.zip