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This post assumes you have basic knowledge of MonoGame, creating a MonoGame project in Visual Studio, and rendering a simple 3d model.

Disclaimer: I’m not an expert on shaders, HLSL, or proper techniques. I am just a developer who has managed to bend shaders to my will. If you find bugs or have suggestions, I’d love to hear about them!

When I first embarked to accomplish Ambient & Point Lighting, I had only a basic knowledge of how shaders worked. I had played with shaders in XNA years ago for 2d projects, and it turned out that shaders for 3d projects weren’t too much different.

The first thing I’m going to share is the actual shader code. This isn’t too complicated, but I’ll give a summary of the parameters below. Special thanks to the user kosmonautgames on the MonoGame community forums for assisting me with this. Grab the shader from my Github repo:

Breaking Down the Shader

Parameters

Let’s tackle these things:

World, WorldViewProj – If you are already rendering 3d models in MonoGame, you should have these values. I won’t cover matrices in this blog post, but again, you should already have these values. WorldViewProj is merely your World * View * Projection product.

CameraPosition – This should be the Vector3 that represents your camera in the world.

SunLightDirection, SunLightColor, SunLightIntensity – These are your ambient world lights. SunLightDirection is the Vector3 that represents the ambient light direction. I typically do not set this, so Vector3.Zero is acceptable here. SunLightColor is the R, G, B, A values for your world’s ambient colors. Because you are using MonoGame, you can easily set this in code using the built in colors (i.e. Color.Blue.ToVector3()). Finally, SunLightIntensity controls the scene wide intensity of the lights.

PointLightPosition, PointLightColor, PointLightIntensity, PointLightRadiusN.B. These are arrays. These will represent your point lights within the world. I will show you how to set these shader parameters later, but I’d recommend creating a Light object to hold the position, color, intensity, and radius.

DiffuseTexture – My models are FBX based with textures baked in. There is nothing special about the texture baking. I used Blender and UV image mapping to place my textures on the models. The MonoGame pipeline tool has no issues compiling FBX, but take care that compiling FBX will output two files. The first file is the compiled model, and the second is a texture file. Typically, the texture file follows the name of the model (i.e. If your model is MyModel, your texture will compile as MyModel_0)

Setting Up the Code

First, Load the compiled effect file. Slugterra: slug it out latest version revdl. This is as simple as:Effect _ambientEffect = Content.Load<Effect>(“PATH_TO_SHADER_GOES_HERE”);

Next, Set the ambient color, position, and intensity. This can be done by accessing the ‘Parameters’ object on the Effect itself. See below:

Setup Point Lights

Render Model and Apply the Effect

As you can see, we set two parameters in the render loop, World and WorldViewProj. These don’t have to happen exactly the way I’ve done it, we just need to make sure we set both parameters for the effect prior to applying it.

That’s it! That’s how one would apply a simple lighting shader to their project. As I said in the beginning, the shader is not absolutely perfect, but it should suffice for a simple use case. Next time, I hope to demonstrate applying SSAO to a 3d scene.

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About Deepworld

Deepworld is a massively-multiplayer 2D crafting adventure game. Mine and craft your method through a persistent online universe where there's always something fresh to discover!
- Find your method through mountains, caves, and ruins filled with danger and reward, or venture into cities built by fellow players.
- Deepworld is always online in the cloud, so it's simple to hop on and play with your friends! Follow them in-game and easily find them when you play.
- Mine and craft hundreds of various stuff with Deepworld's simple inventory system. Put them anywhere in the globe to build your dream house!
- Recover lost pieces of technology to build machines that restore the environment and create your globe a more interesting place.
- Use various weapons and protective devices to war creatures of the deep, mysterious automatons, and soon, other players!
- Complete objectives to victory achievements and earn skill points, which can be used to beef up your character's dexterity, mining ability, and more.

New Features: - Added new survival knife and mining glove blueprints<br>- Fixed acid rain leaking through blocks

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