broken_seals/game/data/shaders
2020-03-30 01:22:25 +02:00
..
1_standard_shader.tres Now the transvoxel mesher bakes alternative uv coordinates into uv2 so it can inetrpolate between different voxel surfaces near seams (based on COLOR.a). 2020-02-13 03:31:42 +01:00
2_simple_particle_billboard_shader.shader Converted most of the SpatialMaterials to ShaderMaterial. 2019-12-03 16:33:46 +01:00
3_simple_y_billboard.shader Converted most of the SpatialMaterials to ShaderMaterial. 2019-12-03 16:33:46 +01:00
4_standard_character_shader.tres Now the transvoxel mesher bakes alternative uv coordinates into uv2 so it can inetrpolate between different voxel surfaces near seams (based on COLOR.a). 2020-02-13 03:31:42 +01:00
5_standard_shader_nouv2.tres Started implementing lod for the world. The current idea is for Lod level 1 to not use uv2. For lod level 2+ the meshes will be combined and the texture mapping will be converted to only vertex colors, and these will be simplified. Also update the modules to get all the new features needed. 2020-03-29 21:30:40 +02:00
6_standard_shader_notex.tres Fully implemented lod. Lod level 1 just drops the uv2 channel, lod level 2 merges together the meshes, lod level 3 drops the uv channel by sampling the textures into vertex color. Updated HEADS to grab a voxelman change. Also temporarily disabled threaded chunk builds because I introduced (or made manifest) a crash. 2020-03-30 01:22:25 +02:00