![]() ![]() It's been a delightful endeavor, and has always been driven by the hybridization of design and functionality needs of internal RUST projects, and the things we found to be of most general utility to the community. Josh and I (mostly Josh) have worked on Alloy now for just over 4 years now. We have a pretty big announcement today, namely that Alloy is going Free and Open Source! * Decal specular occlusion now combines with the surface specular occlusion rather than replacing it. * Surface shadow masks are no longer overwritten. * Surface material type is no longer overwritten. * Base Color and Normals blend sliders work now. Fixed "Deferred Decal Advanced" shader so that: Fixed "Vertex Blend" shaders to stop popping issue between edit and play mode. Fixed "TriPlanar" shaders to stop popping issue between edit and play mode. * You must run the Material Migrator tool exactly once to fix existing materials. Fixed "Directional Blend" shaders to stop popping issue between edit and play mode. Fixed visualize not applying parent texture transforms to children. * "Property" option which applies just the roughness slider without the roughness map. Changed "Car Paint" shaders to add a Roughness Source dropdown. Changed "Car Paint" shaders to add a secondary color map mode. ![]() ![]() * You may need to manually disable the material map property in your materials. * "Property" option which applies just the roughness sliders without the roughness map. Changed "Eye" shaders to add Roughness Source, Cornea Metallic, and Sclera Metallic properties. ![]() _WidgetManager._RegisterWidget('_HTMLView', new _WidgetInfo('HTML12', 'before-post', document.Alloy 4.1.1 for Unity 2017.1 is live on the Asset Store Window = 'AOuZoY6AxvbwPRa3CMI7cfdB1kT9bkTWwg:1704675719702' _WidgetManager._Init('//_WidgetManager._SetDataContext([, 'displayModeFull')) ![]()
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