Original Post
Hello people. My ideia is to integrate lightmapping with normal mapping rendering. Unfortenatly, I don't have the enought resources to make something similar to the HL2 technique. What I only have is perfectaly normal lightmaps (generated by Gile[s]) and surfaces with normal maps. I need some sort of technique to blend them togheter. I does not have to be very precise ans should not have any pre-processing time (at least to complicated pre-processing). My ideia is only to have a bit of bump effect in my pre-lighted scenes. I have thought to do somethig like this: per fragment: float light = dot(normal, float3(0,0,1)); float4 final = albedo * (lightmap*2) * light; But this does not give a very good result. In fact, the result could be perfectaly baked on the albedo map instead of using a normal map. Any ideas?