allows to blend textures using vertex color/alpha. There are three techniques, one blends the two base textures, the other one blends two material setups consisting of base,overlay and multiply texture. Each texture can have individual uv-mapping channel. The third technique blends 4 Textures based on Vertex R G B Channels individually. The 4th weight is the rest value that is left (if all others are summed to 1)
Generic Image Based Lighting shader, with lots of extras (normal, specular, emissive, enviro,...)
Originally released by Brice Vandemoortele and Cedric Caillaud for Maya as CgFx?
Minimum Requirement are Shader Model 2 capable cards
There are currently a few changes to the Cg version, color information is done via the texture maps (emissive,specular and subsurface). Alphatesting being done based on diffuse.alpha. LightColor? influences diffuse and multiple light support was added (up to 3). SpecularPower? is encoded in specular.alpha or as separate texture, dedicated ReflectionStrength? map was added. Now supports all shadermodel2 cards, too.
Image Based Lighting based on Light/Normal angle and View/Normal angle with BRDF Texture