• Blending of real-time shadows with near and far lightmaps. Realistic shading of objects in a shadow.
• One shader for two pipelines: with/without lightmap.
• Shader for imitating precalculated GI and color bleeding.
• Specular, Self-Illumination & Transparent properties of shaders are understood by Beast when baking. Light that is baked into a lightmap can change its color after passing through a transparent object.
• Toolset for calculating light probes for characters.
• A set of Blinn-Phong Light, Specular and Reflection mask, Reflection СubeMap, Normal map, Detail map shaders.