Original Post
The material definition of a mesh is composed of these three components: Self-Illumunation, Refletcion and Refraction. Each of these components has a Gradient Ramp as a map and the mapping mode is set to spherical environment.
I'm searching for a way to reproduce these effects in a shader (the shader language doesn't matter). Is it possible?
My first idea was to save the Gradient Ramp as a texture: you can see the result in the image below:

It seems to be a Blinn/Newell Latitude Map instead of a Spherical Map, but using the math behind the first, the result isn't correct.
Thanks.
I'm searching for a way to reproduce these effects in a shader (the shader language doesn't matter). Is it possible?
My first idea was to save the Gradient Ramp as a texture: you can see the result in the image below:

It seems to be a Blinn/Newell Latitude Map instead of a Spherical Map, but using the math behind the first, the result isn't correct.
Thanks.