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Alpha Blending and Transparency - Vulkan Game Engine Tutorial 27
By setting a fragment's alpha to a value in between 0 and 1 we can render semi-transparent objects. Unfortunately things aren’t that simple. When working with semi-transparent objects, the order in which we render them actually matters!
In this tutorial we add a limited blending capability to our … Specular Lighting - Vulkan Game Engine Tutorial 26
Specular lighting represents shiny materials by modelling the reflection of light sources on the object. Shiny materials reflect light more strongly in the direction opposite the angle of incidence. This means that unlike diffuse lighting, the position of the camera/viewer now plays a role in the l… Multiple Lights - Vulkan Game Engine Tutorial 25
In this tutorial we add support for multiple point light objects in the scene. Lights will still be stored in the GlobalUbo, however for rendering the light objects we will use push constants.
With the simple implementation shown in the video, each light in the scene contributes to every fragment…