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[Runtime Feature]: Texture Tagging - Alpha as Emissive

Open Safemilk opened this issue 1 year ago • 0 comments

What is the context of the feature/improvement?

This is a pretty low priority one, but it would enable remasterers who don't want to change the original art ( not me ;3 ) to more rapidly sort out an issue with how some shaders/games use alpha maps on the diffuse/albedo for things other than transparency.

In some games, the alpha map is used as both the emissive intensity and color. An additional texture tag to swap the alpha to being read as the emissive map would allow for remastering without full texture replacement.

Please describe the feature/improvement?

Adding another texture tag to the tagging setup.

"Alpha as Emissive"

What would be your solution? (optional)

This should allow users to simply check a box to swap the alpha functionality so that the shader is reading it as the emissive texture until overridden in the tool if that's what the remaster dev wants to do in the future.

While there are no controls for emissive intensity in the runtime, it could default to 1, then be overridden in the tool later if needed.

Version

6.5.6

Media

image

Safemilk avatar Oct 06 '24 16:10 Safemilk