Open Goldermor opened 8 months ago
the things I'd do for this, it would allow for so many more possibilities
if you don't want to affect existing materials you can use g_SpecularTint.g
or g_SpecularTint.b
you can also choose not to create a parameter for it, so only if $phongtint "[-1,-1,0]"
it will work anyway
We can say that this is kinda a duplicate of #1527, but i just know what to do with one of the requests.
Just add
envMapColor = (g_SpecularTint.r >= 0.0) ? envMapColor : envMapColor*vSpecularTint;
in the same block after these lines. but you should also add code for$phongalbedoboost
to that if you can, cuz i don't know what it looks like.With this setup, envmap will still be controlled by
$envmaptint
and$phongexponenttexture
green channel if$phongalbedotint
is on. I don't think it will break existing materials much, cuz that's how it's supposed to work any way. Testing this on dev would be very helpful.