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Added entity lighting support, by forwarding the shade vector and light color from the engine to Unity. The lighting calculations are replicated in the Quake shader.
Added entity lighting support, by forwarding the shade vector and light color from the engine to Unity. The lighting calculations are replicated in the Quake shader.
This is currently per-pixel shading (as opposed to the more authentic gouraud shading) and it's only applied to alias models at the moment. Brush models will have to be figured out properly.readme
10 changed files with 65 additions and 7 deletions
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10Assets/Scripts/Data/QExtensions.cs
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9Assets/Scripts/Game/Entity.cs
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15Assets/Scripts/Modules/GameModule.Interop.cs
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5Assets/Scripts/Modules/GameModule.cs
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3Assets/Shaders/Quake.shader
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13Assets/Shaders/QuakeForwardPass.hlsl
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6Assets/Shaders/QuakeInput.hlsl
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1engine/Quake/client.h
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2engine/Quake/r_alias.c
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6engine/UniQuake/game_uniquake.c
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