Martin Valigursky
Martin Valigursky
Would you have any way to use this? Engine example or Editor project?
I had a quick look, and I think: 1. you should use heightMap for this instead of introducing new texture channel. The `useDisplacement` would then use this map as displacement...
Hi @defektu - any thoughts / progress on this? It'd be great to finish off if possible, thanks.
Yep, we'll need to adjust this to pass on the height if used as well.
I suspect the StandardMaterialOptionsBuilder will need to be updated to generate required options in the shadow pass - probably in _updateSharedOptions, which I think is shared between forward and shadow...
I fixed the culling that few days ago .. you're just probably not up to date. Is it all ready for the review you reckon? Ping me when it is,...
> I am suggesting seperating `heightMapFactor` and adding `displacementScale`. Great idea! Perhaps we should call it just `displacement`, default it to 0?
Yeah I was looking at it as well .. and saw ``` heightMapFactor bumpiness occludeSpecularIntensity specularityFactorTint metalness iridescenceThickness ``` and didn't see any easy common naming we could easily move...
> There is `specularityFactor`. Since effect uses `heightMap`, `displacementFactor` and `displacementOffset` is good? yeah actually, I missed you added an offset too. Sounds good in that case to me.
This should be a lot easier (very easy) to do using a ShaderMaterial for custom shaders - which would support skinned and instanced meshes too, see more info here: https://github.com/playcanvas/engine/issues/6835...