Defined by the C++ code:
[...]
MATERIAL_LIGHTINGMODEL_PHONG
MATERIAL_LIGHTINGMODEL_NONDIRECTIONAL
MATERIAL_LIGHTINGMODEL_UNLIT
MATERIAL_LIGHTINGMODEL_CUSTOM
MATERIAL_LIGHTINGMODEL_ANISOTROPIC
[...]
So i can only use those slots :/
I have never understood, why a supposed 'next-gen' engine insists on using the old-poor-nonreal phong specular model. Blinn is not much more expensive, less than 10 more instructions and looks closer to real life.
So, here is a comparison between my hardcoded Blinn and the node-based one:
Exactly the same than the hardcoded one:
A new world discovered!
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