SpiderPig Posted February 4 Share Posted February 4 Honestly I'm not sure if this is a bug or something I've done. Extract this into the main project directory so it can find the textures and shader family and then load it with the editor. There are no texture slots in the material editor available. I think it has to do with the shaderfamily because if it's using the default pbr.fam it loads the slots fine. Foliage.zip Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted February 7 Solution Share Posted February 7 Texture slots need to be defined in the shader family file: { "shaderfamily": { "textures": [ "Diffuse", "Normal", "Metal/Rough", "Displacement", "Emission", "Occlusion" ], "root":"Shaders/PBR.fam", "static": { "float": { "opaque": { "default": { "base": { }, "depthPass": { } } } } } } } I took a look at maybe inheriting the texture slots from the root file, but that would overwrite any texture slots in the derived file, and I think the current behavior is best. 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...
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