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Nico de Poel 852878765b Allow visual style to modify the particle templates during init, so GLQuake and Software styles can share the same particle systems, but apply different particle sizes and materials. Also slightly tweaked the minimum particle size on all effects. 5 years ago
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Quake.shader Added support for point sampling and affine texturing to the custom Quake shader, both of which can be enabled/disabled through the visual style. Also changes all of the keywords into multi_compile, so they aren't stripped during builds (all of these are controlled through code). 5 years ago
Quake.shader.meta Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look. 5 years ago
QuakeForwardPass.hlsl We can share one point sampler for both diffuse and emissive textures, so reduced it down to one 5 years ago
QuakeForwardPass.hlsl.meta Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look. 5 years ago
QuakeInput.hlsl We can share one point sampler for both diffuse and emissive textures, so reduced it down to one 5 years ago
QuakeInput.hlsl.meta Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look. 5 years ago