Ryan McDonough
Ryan McDonough
I cannot create an auto-generated material file while using the SDK's scene composer in a BasicGradleGame based project. Whenever I press the drop down to choose a material for a...
I added some code to allow fading a Particle Emitter's start and end color independently. Previously there was no way to easily fade a particle emitter in/out or to fade...
Now that we have added support for packing the AmbientOcclusion value into the Red channel of the MetallicRoughnessMap, we need to update the GLTF converter so that auto-generated materials utilize...
Addresses this issue: https://github.com/jMonkeyEngine/jmonkeyengine/issues/2122 To re-summarize: This PR extracts all of the texture reads and base PBR matParam assignment into a .glslib file (currently named PBRLightingParamReads.glsllib) And then it also...
As it stands, all of our primary terrain shaders (TerrainLighting.frag, PBRTerrain.frag, AdvancedPBRTerrain.frag) already store a normal map and could have a parllax map easily packed into the alpha channel of...
I appear to have uploaded a file called "NoiseLib.glslib" to the "jme3-terrain" module when I made the PR for PBR terrain shaders. Currently that glslib is only referenced by PBRTerrain.frag...
Following up on this discussion: https://hub.jmonkeyengine.org/t/optimize-terrain-shaders-for-tri-planar-mode-per-layer-remove-fog-defines-to-make-room/46816/43 After this PR: https://github.com/jMonkeyEngine/jmonkeyengine/pull/2090 introducing a new rendering engine is merged into jme, we will have a lot of identical shader code that can...