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Enable _EMISSION keyword on materials included in the standard visual style. Fixes fullbright emissive textures not appearing correctly in standalone builds.

console
Nico de Poel 5 years ago
parent
commit
0073dddfb1
  1. 6
      Assets/Styles/GLQuake/Materials/GLQuake_Entity.mat
  2. 6
      Assets/Styles/GLQuake/Materials/GLQuake_World.mat

6
Assets/Styles/GLQuake/Materials/GLQuake_Entity.mat

@ -9,8 +9,8 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: GLQuake_Entity
m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
m_ShaderKeywords: _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 4
m_ShaderKeywords: _EMISSION _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: 2000
@ -110,7 +110,7 @@ Material:
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []
--- !u!114 &8101105055909889178

6
Assets/Styles/GLQuake/Materials/GLQuake_World.mat

@ -22,8 +22,8 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: GLQuake_World
m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
m_ShaderKeywords: _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 4
m_ShaderKeywords: _EMISSION _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: 2000
@ -123,6 +123,6 @@ Material:
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []
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