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This adds the StandardMaterial TXMT from the game. We use a simple Lambert surface shader to handle its rendering. Unfortunately since there's no easy way in unity to make a surface shader with different alpha modes based on the shader feature this means we need a shader per each type of alpha mode: Opaque, CutOut and Blend. This does lead to some duplicated code in the shaders in terms of the properties but the body of the shader is stored in a common .cginc file that gets pulled in with a #include |
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.. | ||
Multithreaded.unity | ||
Multithreaded.unity.meta | ||
ReiaTest.unity | ||
ReiaTest.unity.meta | ||
ScenegraphGMDCTest.unity | ||
ScenegraphGMDCTest.unity.meta | ||
TerrainTest.unity | ||
TerrainTest.unity.meta | ||
UILayoutTest.unity | ||
UILayoutTest.unity.meta | ||
UITest.unity | ||
UITest.unity.meta |