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### 1
If an item type can be an item or a block in the same time, then there should be a required "block" suffix to get the block of that item type. And using the item type without a suffix or using …
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https://docs.blender.org/manual/en/latest/_images/addons_import-export_scene-gltf2_material-unlit.png
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There are currently assets generated that use KHR_materials_pbrSpecularGlossiness but not KHR_materials_unlit. It would be useful to properly test support for this extension.
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## Bevy version
`f005a96dd4a9aa019fecd5ac874cbd2e962e25f2`
## \[Optional\] Relevant system information
```ignore
2024-10-29T20:08:15.195578Z INFO bevy_diagnostic::system_information_diagnostics_pl…
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Move all lighting-related pragma directives to lighting-relates nodes. Unlit needs to be a simple and bare-bones as possible, that includes variants.
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```
>INVENTORY
You are carrying:
A bronze torch
A matchbook
>LIGHT TORCH
You expect to light the torch with your glowing intellect?
>GET MATCH
Taken.
>INVENTORY
You are carrying:
…
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There is jitter when moving objects with the "test_unlit_shader_color" material. It's not visible on the spinning cube, but you can see it if you place the material on a cube which is attached to the …
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such as caves, and unlit areas at night time etc.
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Currently we support:
- pbr with shadows
- unlit
Would be good to have
- basic (wrapped)diffuse + shadows - for lightweight scene previz and tools
- unlit with shadows?
What about?
- thick …
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- [ ] Manage allow empty if animated (new parameter in Extension class instead of list ?)
- [ ] Hook
Times we are modifying it ...
- [ ] Allow not official extension to be empty, not only unlit