Ambiera ForumDiscussions, Help and Support. |
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Hi guys, I have been working on my custom light shader for some days and heavily updated it with many new features so that it can be used more efficiently. some of the major features are Auto grabbing of material types from the editor Auto application to all the objects in the scene option to exclude the object from being lit by the shader so that you can have internal lightmapped, or dynamic lit objects along with the custom shader lit objects Removed un-necessary properties from the shader action and instead of based on light, making them into material-based properties Added Flashlight with many properties and toggle to turn on and off the flashlight, so you can control the intensity and tightness, there is also a flashlight defects effect with controllable intensity Vertex Colored object support many major and minor bug fixes, like previous normal maps not working properly with UV islands, you don't have to specify textures if you don't want to use them, and other bug fixes that I faced when updating or modifying the code I just created and uploaded a pre-release usage tutorial video for the shader action to showcase how the shader works and how it will enhance the lighting in your scene. And what other features it provides you over the inbuilt lighting, for example, inbuilt lighting doesn't have an option for Normal Map with transparency, but my shader does have an option for that. Watch the usage tutorial video here on YouTube;- https://youtu.be/QONewHgfcl4 Hope you guys like the video and will support the development of this shader. There are some drawbacks as well of using this shader, and I am pretty sure there are some ways to work around those drawbacks, I will try to fix them and provide more updates to the shader in the future. ![]() |
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Really great work just_in_case - have to buy this one ! I like how you managed to allow both systems to work, the inbuilt lighting system or your custom shader. Normal maps working both with fog and transparency is a big improvement. Cheers! |
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Thanks, @Robbo, I am probably going to update it in the near future as well, maybe with more features, and If I can get around with basic drawbacks, then I will probably make it a new rendering pipeline for Coppercube, that will support Wind, and all other stuff and lots of different shader things. ![]() |
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Truly mesmerizing! I'm impressed by your great work. |
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Thanks for your valuable feedback @blackwater, I appreciate it. ![]() |
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