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Version History
RRe36 edited this page Apr 21, 2020
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4 revisions
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- f0 is now stored linearly
- previously linear f0 was stored by taking the square-root of it and decoded by squaring it
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- changed the way material ao is stored in the normalmap
- previously the material ao was encoded using this method:
- the normalmap was brough into the range of -1 to 1 and was normalized afterwards
- the material ao, which is stored in sqrt() in a range of 17 to 255 get's multiplied into this
- afterwards the normalmap is brought back into the range of 0 to 1
- the ao has been decoded like this inside the shaderpack after bringing the normalmap into the range of -1 to 1:
normals = normalize(normalTexture.rgb);ao = length(normalTexture.rgb);
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- added specification for hardcoded metals
- reorganized emission, sss and porosity in order to distribute the precision available based on importance and usage
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- initial specification