Uw opmerkingen
Thanks for the update
I did some more tests. By switching the project to PC (from Android) and enabling Deffered instead of Forward I can get the SF gloss to match. There's another thread on here asking for GGX in Forward from 8 months ago saying it will be implemented in the next release. Is this still the case? Is that what is causing the issue for me? I did some research and it looks like Unity implemented GGX as the default in 5.3 so it'd be good to have the option to match. I tried forcing GGX to off ( #define UNITY_BRDF_GGX 0) inside UnityStandardConfig.cginc but couldn't replicate the effects caused by the SF gloss response. I may be totally wrong but it appears that GGX 0 should force normalized blinn phong - is that what SF is using atm?
Shader error in 'Custom/PitchSF': undefined variable "unity_LightmapST" undefined variable "unity_LightmapST" at line 65
Shader error in 'Custom/PitchSF': undefined variable "unity_Lightmap" unable to find compatible overloaded function "tex2D(error, float2)" at line 76
Customer support service by UserEcho
Great. Looking forward to the fix when 1.27 releases