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 |