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Smash Ultimate material and rendering information

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This can use Blender's material editor to generate the screenshots. - [x] skin materials - [ ] separating PRM channels - [ ] material transition threshold

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- [ ] colorSet1 - [ ] colorSet2 - [ ] colorSet3 - [ ] colorSet4 - [x] colorSet5 - [ ] colorSet6 - [ ] colorSet7

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Hello! I'm here to deliver some big exciting findings that might be new, even to you. While FP_C1 has been an enigma, not really being in the metadata like the...

enhancement

This should use the updated code created for xc3_lib once it's more finalized due to better performance and reliability compared to the implementation in this repository.

enhancement

The naming of texture uniforms and buffers has changed. This also applies to annotation.

Some shaders have a unique attribute to disable receival of effect lighting. The following two shader labels are emission only, but only the latter shader label disables receival of effect...

enhancement

This should show a fighter or stage model with correct and incorrect scaling for colorSet1 to demonstrate why some models are twice as bright as intended.

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This can be done with metaknight to show the impact on specular highlight coloring and use radio buttons similar to the other demos.

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