I actually first attempted this years ago when i was first learning shaders, but looking back on it i missed out on a few details. Today I know a bit more and can read the equations a bit better, so i think that this is pretty close. I downloaded the mesh and textures for the heavy, which made things a lot more clear as well.
There were definitely some things to be learned from this, namely how important specular and rim lighting are for the TF2 look. They use 2 phong highlights both of which are modulated by a rim falloff, in addition to constant rim lighting. They also use a specular exponent map, which adjusts the power of the specularity on a per pixel level. This causes very broad highlights that are also varied across the surface and gives it a very distinctive look. Hopefully I'll be able to use what i learned on some of my other shaders.
There were definitely some things to be learned from this, namely how important specular and rim lighting are for the TF2 look. They use 2 phong highlights both of which are modulated by a rim falloff, in addition to constant rim lighting. They also use a specular exponent map, which adjusts the power of the specularity on a per pixel level. This causes very broad highlights that are also varied across the surface and gives it a very distinctive look. Hopefully I'll be able to use what i learned on some of my other shaders.
Maya CGFX File:
tf2.cgfx |
Unity SHADER File:
tf2.shader |