Closed Electrocutor closed 7 years ago
Sounds good. Will work on getting these added for the next release. I was trying to keep the shader setups as simple as possible (for performance considerations)... but sometimes there is a thing as 'too simple' (and I don't think there is much of a cost for shader uniforms).
I expect that blending between maps costs a decent bit, but I can't imagine a single float multiplier should affect much.
A MUL instruction is far cheaper than a texture-sample, bordering on 'free' on modern hardware. About as cheap as an instruction gets.
On the SSTU/PBR/Metallic shader, could you add two properties '_Metallic' and '_Smoothness' as floats that default to 1.0 and are used as multiplier to the _MetallicGlossMap?
This would allow us to just use the default "white" _MetallicGlossMap alongside setting a specific metallicy and smoothness without needing to provide and load a single 1x1 pixel texture.
Example:
TEXTURE // gold { shader = SSTU/PBR/Metallic texture = _MainTex,
} TEXTURE // silver { shader = SSTU/PBR/Metallic texture = _MainTex,
}