Open illwieckz opened 4 years ago
The current liquid
and lightMapping
shaders are different enough that it makes sense to keep them separate. Other than that this is reasonable.
I don't get what the change from stage liquidMap
to <keyword> liquidMap
is supposed to accomplish though, or what <keyword>
even is.
This is the historic XreaL liquid shader design:
There is problems with that design: there is no fallback if liquidMapping is disabled, and we can't feed diffusemap to tint with colors, and we can't feed material map that may tweak reflectance.
My proposition is that:
If liquidMapping is disabled, the code would fallback to lightmapping shader instead (which does not look bad when using normal maps etc.). It would be better to merge liquid shader with lightmapping shader to achieves this.