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All sorts of tints
Fixed:
-
$color2
not working outside lightmapped pass (in theory$color
should work too but i haven't seen that even in VLG materials)
Added:
-
$emissiontint
- adjusts emission texture tint -
$emissionstrength
- multiplies emission tint (useful for material proxies) -
$blendtintbybasealpha
and$blendtintcoloroverbase
for controlling$color2
(this adds another static combo)
Using $color2 on materials with specular workflow introduces some artifacts, though i find it much more acceptable than having different behavior between metal/rough and spec/gloss workflow
$color2 "[0 10 0]"
$color2 "[0.05 0.05 0.05]"