This shader for Substance Painter features a classic Blinn Phong lighting model.
Channels: Diffuse, Sppecular, Glossiness, Emissive, Opacity, Height, Normal
Shadows are not supported.
Uploaded: about 3 years ago
Updated: over 2 years ago
File Name: BlinnPhong.glsl
Size: 4.19 KB
Substance Designer will only accept *.glslfx files for shaders (as far as I can tell), but this download provides a *.glsl file. How can I use this shader in Substance Designer 5? Thanks.
This shader is for Substance Pianter, you already have a blinn phong shader in Substance Designer,, you can select if through the Materials menu in the 3D view.
hallo... it seems that download link is broken
It is not broken, but since the shader is a text file, right click on the download button and choose Save As.
Sorry for such a Newbie question but how/where do I install these? TIA
Also curious on how to use. Thanks
I havent find the reason why half of my meshes appear black when I use this shader... or the toon shader.
Very nice. It's an incredible help to see a closer real-time approximation to what will be seen in our game engine. I'm surprised this isn't the site's top download.
Julinoleum, did you figure it out? If you change the light position in the shader, you can move the black spots, but I cant seem to get rid of them. Ambient lighting doesnt seem to affect it.
EDIT: Because the shader needs to have spec and gloss channel, instead of metal and rough channels, of course :D
Did anyone figure out how to get rid of the black areas when this is used?
EDIT: Found it. Didn't realize I had to remove the metalness/roughness from the textureset window settings and replace them with spec gloss.
I tryd to drag and drop the .glsl into substance painter but it didnt work. How do i get this non pbr material into SP ? Greets
totally useful for us poor peeps still making textures for non pbr environments, thank you very much
Nice shader but have many issues in latest SP 1.7 and 2. Is it possible to update it for more compatibility Jeremie? Anyway thanks a lot for it!
Microsoft Edge when Download button is clicked loads webpage page but not downloading normally with left click, with right click it's trying to save it as an *.htm file. After right clicking and saving as "BlinnPhong.glsl.htm" requires file extension change from "BlinnPhone.glsl.htm" to "BlinnPhong.glsl". Then to install it you place it in your "Documents\Substance Painter\shelf\shaders" folder, or optionally you can drag and drop the GLSL file to your Substance Painter shelf and choose "import to shelf 'shelf'" in the popup window. If using Windows 10 and the drag and drop breaks with the Substance Painter window flashing, simply try dragging and dropping again. You can edit the GLSL file in Notepad or any standard text file editor. If you wish to find more information about making your own shader, in Substance Painter you can click Help/Shader Documentation.
anyone having the issue with the weird black shadows appearing, take a fill layer and apply any material and make sure you have spec & gloss applied to the material the weird black shadows will disappear
This isn't working for me in Substance Painter 2.5.3. I am also getting errors in the Log that say "[Shader Helpers] [GLSL] texture2D() at line 101 is deprecated. Please use texture() instead." it also says that for line 138, 141, and 155. Is there an update for this or some other way to get Non PBR textures for clients?
BTW..I was able to solve a few of my issues by making sure that image maps were assigned to the Diffuse slot in addition to the Base Color and in some cases making sure that diif, spec and gloss channels were enabled in layers....hopefully that helps someone.
Hi,i have a question...so this is blinn phong shader like in maya? So if i export the maps to maya n plug the spec map in specular color and gloss in eccentricity tab,will i get same output as we see in SP? Then i can go ahead and render with v-ray or mentalray.?
Out of date :/ Can you please update it?
Wow, it's a 5 second fix. edit the shader and correct the typo "param auto channel_glossinesss" to "param auto channel_glossiness" and it works again.