This repository has been archived by the owner on Jan 7, 2024. It is now read-only.
ACLS v1.0.6 Lighting update
Particular changes in this release is improved lighting from the scene and ways to control brightness within HDR or LDR map lighting, followed by new options to blend effects like diffuse, specular, and rim lighting.
Change Log
- Redone lighting so direct and indirect light sources are used more accurately. This also comes with a clever direct light deriving setup with the GI system.
- Specular defaults off and must be switched on. Intended to help beginners and make that effect stack easier to manage.
- New diffuse feature: can force backwards tone to match ambient lighting only. This effect is for more accurate PBR diffuse and a cheap sub surface effect by how you mix the toon ramp zones.
- New Lighting control tab, new controls for typical overbright problems found in maps.
- Add overbright limiter, switch from true HDR range, to clamped LDR range. This difference is response to a divide between VRC community mapping styles.
- Add control for additional lights mixing so its a true ADD or a safe non-overbrighting MAX blend.
- Add backface cull tinting. Now you can tint backfaces on "clothing" or other oddities that really should be created as a forward face.
- New specular mask albedo mixing controls.
- New rim light albedo masking controls.
- Reworked dynamic shadows for dynamic lights, should be smoother and better self shadowing. Cannot be any better than what the map setup and gave to the shader however.
- Shadow Caster matches face cull mode instead of being both sided. Good for cutout shadows.
- Fixed and improved vertex lighting. Distance hitting should make more sense... as much at Unity is to break the VL blending concepts in the standard base pass.
- Random property name cleanup, ordering, and new defaults on new materials.