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Nico de Poel
bd39eb57cc
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.
5 years ago
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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.
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
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.
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
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.
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