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The plan is to remove BasicMaterial from the engine. There are two replacement paths, one existing and one which will require some further work.
StandardMaterial
StandardMaterial can be used as a complete replacement, when using emissive texture slot with vertex format. It handles all features of the BasicMaterial (and many more), and generates code with very similar / same performance.
It is exposed in the Editor inspector / Editor workflow.
This should be the main replacement path for users not requiring custom modification.
ShaderMaterial
This is an under development material / shader system allowing users to use custom shaders, by providing a custom shader source code, which the engine implements or helps user to implement additional features. Main features / unfinished work:
internally, the shader code processing in the engine now supports #include pragma, allowing an existing shader chunks to be included in the custom shaders. Currently this is used to allow user to easily handle gamma / tone-mapping and fog.
write an engine example demonstrating most the these features
When this is done, it will give users an option to create a custom look shader, which can be skinned, which will handle tone-mapping and fog and many other features, opening a way for custom looking applications (targeting mostly non-photorealistic games here)
I look forward to a feedback here.
The text was updated successfully, but these errors were encountered:
Current status
BasicMaterial is a simple engine-provided material with the following key aspects:
Plan for engine 2.0.0
The plan is to remove BasicMaterial from the engine. There are two replacement paths, one existing and one which will require some further work.
StandardMaterial
StandardMaterial can be used as a complete replacement, when using emissive texture slot with vertex format. It handles all features of the BasicMaterial (and many more), and generates code with very similar / same performance.
It is exposed in the Editor inspector / Editor workflow.
This should be the main replacement path for users not requiring custom modification.
ShaderMaterial
This is an under development material / shader system allowing users to use custom shaders, by providing a custom shader source code, which the engine implements or helps user to implement additional features. Main features / unfinished work:
#include
pragma, allowing an existing shader chunks to be included in the custom shaders. Currently this is used to allow user to easily handle gamma / tone-mapping and fog.#include
#include
ShaderMaterial supports PICK shader pass #6856When this is done, it will give users an option to create a custom look shader, which can be skinned, which will handle tone-mapping and fog and many other features, opening a way for custom looking applications (targeting mostly non-photorealistic games here)
I look forward to a feedback here.
The text was updated successfully, but these errors were encountered: