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Here will be a list of passes that we want added to amethyst after hal is integrated.
Only the ones not currently existing in amethyst will be in this list.
In the comments, add a name and a description of the passes you would like to see added.
SHADER/PASS LIST
Name: Triplanar
Description: Makes the UV move according to the world coordinates of the object. If you move the object, it gives the impression of the texture staying in the world space, by sliding over the mesh. This is mostly use for 2D seamless level building, and 3D user-made constructibles. It allows to have seamless "corners". If you have a wall on the x axis, and one on the z axis, and they both intersect each other, when viewing the texture from the anywhere it should always look seamless.
Name: LightingDebug
Description: Shows light vectors and light levels.
[Rhuagh]
Name: Wireframe
Description: Only mesh lines are visible.
Name: PhysicsDebug
Description: Wireframe for collision shapes. Show collision event normals. Shows velocity, momentum and force vectors.
The text was updated successfully, but these errors were encountered:
Here will be a list of passes that we want added to amethyst after hal is integrated.
Only the ones not currently existing in amethyst will be in this list.
In the comments, add a name and a description of the passes you would like to see added.
SHADER/PASS LIST
Name: Triplanar
Description: Makes the UV move according to the world coordinates of the object. If you move the object, it gives the impression of the texture staying in the world space, by sliding over the mesh. This is mostly use for 2D seamless level building, and 3D user-made constructibles. It allows to have seamless "corners". If you have a wall on the x axis, and one on the z axis, and they both intersect each other, when viewing the texture from the anywhere it should always look seamless.
Name: LightingDebug
Description: Shows light vectors and light levels.
[Rhuagh]
Name: Wireframe
Description: Only mesh lines are visible.
Name: PhysicsDebug
Description: Wireframe for collision shapes. Show collision event normals. Shows velocity, momentum and force vectors.
The text was updated successfully, but these errors were encountered: