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SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc Line 12 - DETAIL_BLEND_MODE set to 6 instead of 4
See SDK_vertexlit_and_unlit_generic_ps20b.fxc Line 439 for reference.
In order to use Blendmode 5 and 6 the shader needs to have TextureCombinePostLighting() after lighting calculations
right now this code is missing from the bumped shader so these combos don't do anything and only drag down compile times
Solution(s)
Set 6 to 4 at Line 12 in SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc
Implement the same code that SDK_vertexlit_and_unlit_generic_ps20b.fxc already uses at a similar location
If 2 is implemented, the shader should probably restrict the detailblendmode to 4 before setting the static shader combo.
Otherwise any existing material that might have set it, without it actually working, will result in a missing shader combo error, turn invisible and/or go graphically haywire.
The text was updated successfully, but these errors were encountered:
Describe the bug
SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc Line 12 - DETAIL_BLEND_MODE set to 6 instead of 4
See SDK_vertexlit_and_unlit_generic_ps20b.fxc Line 439 for reference.
In order to use Blendmode 5 and 6 the shader needs to have TextureCombinePostLighting() after lighting calculations
right now this code is missing from the bumped shader so these combos don't do anything and only drag down compile times
Solution(s)
If 2 is implemented, the shader should probably restrict the detailblendmode to 4 before setting the static shader combo.
Otherwise any existing material that might have set it, without it actually working, will result in a missing shader combo error, turn invisible and/or go graphically haywire.
The text was updated successfully, but these errors were encountered: