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There's an option for that in the settings, have a look :)
10 years ago
Not at the moment, and right now I'm unfortunately quite swamped in other work already as it is :(
I'll see if I can get it fixed, but it'll most likely be in about a month and a half
I'll see if I can get it fixed, but it'll most likely be in about a month and a half
Under blending settings, when you have alpha clip connected
What did you use as alpha clip value? UVs? Texture?
Hm, I'm not entirely sure how one would solve this. I might have to think about it for a while
Hah, thanks! Keep up the good work with what you're doing as well!
Unreal and Unity may be passing light source data in different ways.
Like you said, you probably need to explicitly define light position and light color using code in this case, sadly.
Like you said, you probably need to explicitly define light position and light color using code in this case, sadly.
Glad you like SF, and thanks :)
So, lerping an NdotL is not an easy task, due to the way forward rendering works. The popping/difference you're getting is most likely due to light count culling/switching. The tricky part of doing it with a point light, is that in these cases, you either do the lerp based on a single directional light, or you don't do it at all. As you can see in the first one, it goes yellow, which means it probably rendered green+red in the same location.
So, lerping an NdotL is not an easy task, due to the way forward rendering works. The popping/difference you're getting is most likely due to light count culling/switching. The tricky part of doing it with a point light, is that in these cases, you either do the lerp based on a single directional light, or you don't do it at all. As you can see in the first one, it goes yellow, which means it probably rendered green+red in the same location.
Could you take a screenshot of the alpha clip border issue?
Which version of SF are you using?
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