Started by KyL, January 29, 2016, 12:09:12 pm
Quote from: KyL on January 29, 2016, 12:09:12 pmAlso, I assume that having a limited set of shaders shared between lots of assets would be more efficient to render that a lot of different shaders. Matt, you could probably shed some light on this for me!
Quote from: Dune on February 01, 2016, 12:25:31 pmThe only thing I can tell you is that the default shader loads 2 textures 2 times
Quote from: KyL on February 01, 2016, 11:01:02 amAlso, it seems that it is automatically applying a linear gamma to the color file, which is correct. What about the displacement and specular slots? Is it leaving the gamma as is (no gamma correction)?I am used to change that manually in the Image Map shader, but I am curious about what's happening under the hood of the default shader.
QuoteI use Image Map shaders plugged to the various "functions" inputs of the default shader most of the time anyway.
Quote from: Matt on February 02, 2016, 01:47:31 amGamma conversion (2.2) is done on specular in the same way as diffuse, because IMO they are both just different kinds of reflectivity that should be viewed and authored in similar ways. For example, if you had an object whose diffuse colour is black, the specular might completely define the appearance of the object. It should be gamma converted so that renders look like what you authored in Photoshop etc., just like the diffuse should be gamma converted.
Quote from: Dune on February 02, 2016, 03:11:27 amI can combine that of course, just multiply the image map shader by a world space PF. Ha!