![]() ![]() home/sgold/Git/ext/PBR-Terrain/PBRTerrain/src/main/java/com/aaaaGames/pbrTerrain/TextureChannelPacker.java:197: error: cannot find symbol So I still need to improve the TerrainShaderConverter utility for use in the game’s client, and then I will also be releasing my custom editor specifically for its terrain editing functionality.Īny tips on building the project from source? Here’s what I’m seeing: sgold:~/Git/ext/PBR-Terrain/PBRTerrain$ gradle build It is technically finished in the shader, and allows for >16 texture slots and support metallic/roughness/ao maps (all packed into a single texture and single texture read in the shader) for each texture slot as well.īut saving a terrain with a TextureArray only saves the first texture layer of the texture array, so the texture array needs re-created every time the terrain is loaded into the game or an editor. I’ve been primarily been working on getting the Advanced PBR Terrain material functional. But I have coincidentally been working on the terrain shaders more this past week, so I will update the git-hub files as soon as I have a chance. The currently available code is the regular PBR Terrain shader that just has normal/alebdo textures and a roughness/metallic float value for each texture slot. ![]() The PBR Terrain material should work in its current state for both 3.2 and 3.3, but I have some new improvements coming soon as well. ![]()
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