![]() ![]() ![]() surface.interpolatedNormal = surface.normal įinally, I changed PostFXStackPasses to sidestep mip map level selection, as that is never needed for post effects. ![]() Surface.interpolatedNormal = surface.normal Surface.normal = normalize(input.normalWS) Surface.interpolatedNormal = input.normalWS These decals can handle complex material called decalterrainbase similar to other terrain materials (masks, 4 detail diffuse/normal textures). GetNormalTS(config), input.normalWS, input.tangentWS A node of such type must be a child of an ObjectTerrain. I also fixed an incorrectly interpolated normal in LitPassFragment. Note that theres a bug/quirk/something where sometimes the alpha channel wont show up in Unity for some reason. The D3D compiler complains about it otherwise. The solution is as described in the other answers: dont use transparency, use a separate alpha channel, and extend colors in the texture outward into transparent areas by one pixel (or more). I made the integer division and modulo operations in GetLighting faster by using their unsigned versions. ![]()
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