Josh Posted July 28, 2015 Share Posted July 28, 2015 The blending of decals required that I modify the channel allocation of the gbuffer, and the lighting and model shaders have changed. Previously, data was stored like this: 0: Diffuse RGBA 1: Normal XYZ, specular 2: Emission RGB, material flags Now the gbuffer is storing information as follows: 0: Diffuse RGBA 1: Normal XYZ, material flags 2: Emission RGB, specular Any modified model shaders or shaders that are rendered before lighting need to be changed to accommodate this change, as well as any post-processing effects that read the specular value or material flags. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
shadmar Posted July 28, 2015 Share Posted July 28, 2015 Thanks for the info. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
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