SpiderPig Posted February 6 Share Posted February 6 This is an odd one but I believe I have found the issue with it. If you load the gltf in the model editor, navigate to one of the meshes (first mesh in the list I think, but doesn't really matter) and browse for the 'Leaves' material. The leaves should go red, and while the editor updates the leaves should move around a bit. However, if the material that you apply (Leaves.mat in this case) has 'alphamask' set as true, the flag 'alphaMode' in the GLTF will be set to 'MASK' and not 'BLEND'. If 'alphaMode' is set to MASK the custom vertex shader in 'leaves.mat' which turns the leaves red and moves them, doesn't seem to load. If you manually change this back to BLEND and reload the model, the leaves should be red and move a bit as the window updates. Please let me know if I missed anything from the zip. You may need to change a few file paths in the material / shader family. PineTree.zip 1 Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted February 8 Solution Share Posted February 8 The shader family needs a separate set of options for when alpha masking is active. Does this solve your problem? { "shaderfamily": { "root":"Shaders/PBR.fam", "static": { "float": { "opaque": { "default": { "base": { "vertex":"Foliage/PineTree/Leaves.vert.spv" }, "depthPass": { } } }, "mask": { "default": { "base": { "vertex":"Foliage/PineTree/Leaves.vert.spv" }, "depthPass": { } } } } } } } 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...
SpiderPig Posted February 8 Author Share Posted February 8 I thought that it didn't but that might be my shader editor... I'll add that manually and see if it works. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted February 9 Author Share Posted February 9 You are correct, that was the issue. Quote Link to comment Share on other sites More sharing options...
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