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I havent gotten to test it yet. But i was trying to do the same thing. But i was trying to get the material 'type' from copper cube and then set up the material to match as close as possible. so if you had it set to solid, it would be diffuse, normal, specular.  If it was lightmap , the diffuse. Lightmap, normal,specular. , also have sphere map, and transparent sphere maps working. But it seems Cc only use shader 2 or 2b ? Because im hitting instruction limit (in a single shader)  it seems.  Your approach seems much more practical. Lol 


Sam 

(1 edit)

I understand you,  create some shaders for coppercube can be complicate, I started create some shaders because I want to bring PBR for coppercube, but coppercube with directx9 or opengl2.1 have some limitations, first is only for slots of texture, for create pbr I will need to pack some texture in one same samples in diferent channels from rgb channel of one texture slot, for PBR the system will be: albedo in the place of difuse map, normal map and orm map, the orm map is union of Ambient occlusion map, roughness map and metallic map in the same image or texture; other problem is sometimes I try to use the third or forth slot of texture and don t work;  For create one basic PBR in coppercube will be necessary three things: first the light system, the basic light system will need one good ambient light like hemisferic or ambient cube or the best and powerful ambient light, the  system spherical harmonics ambient light and one direction light with suport to difuse and specular light and if possible at last one point light with suport to difuse and specular light;  second thing suport to textures and material system, in coppercube will be albedo, normal e orm texture slots; in the end the most hard and heavy system, suport to IBL or HDR light in ambient light system for real and full PBR or spherical harmonics ambient light for light PBR system, the IBL light is the system that allow the roughness and metallic maps show the reflections of one skybox or skydome, normally one panoramic image with one k minimum resolution load with IBL light we have reflection and refraction system, but full PBR light is too much heavy to coppercube, other solution to don t use the full IBL light is create one system that use one small sky panoramic image to reflections, or spherical harmonics ambient light with one sky component that create one internal gradient three color sky that replace the IBL light image sky. but at the moment I could finish the action shader that have suport to basic ambient light and four array point lights, I am having some problems with specular light system.