I'm not sure where you set the BumpShadowAmount value, but it will not do anything anymore now. The newest versions of XPS allow you to remap the normal map channels to fix this. Note: There may be weirdness with some normal maps, since XNALara did not have real normal maps, and so some models were optimized for a broken target. If you have problems, tell me, and I'll try to fix them as soon as possible. So ideally, save the old file somewhere, try this out, and see whether you like it. This was the job of about an hour's hacking, and I haven't actually looked at the result yet – I've just had other people tell me that it works. All the rest of the shading remains as it was. In terms of performance, it should be about the same (in fact, my version will be slightly faster because it does less work, but only so little that you have no chance of ever noticing it). What I've done now is a very standard way of doing normal mapping, which uses the normal map for all light calculations directly. The way this is currently done in XNALara is very peculiar, and among other things, doesn't take the light direction into account except for highlights (aka specular lighting). I have modified them to use a different (and hopefully better) way of calculating light based on bump maps. This file contains (almost) all the shaders used by XNALara. So partly because of that and partly because I was bored, I wanted to give something back. BackgroundĪs you may know, I'm currently working on an XNALara program for Mac, and I've had a lot of help and support from the existing XNALara community, who will never be able to use my program unless they buy a new computer just for it. Copy this file into the folder XPS_10.8.7\Content or XNALara\Content. These shaders are included by default.įor XNALara or earlier versions of XPS, get the EffectsArmature.xnb from the downloads section. If you're using XPS 10.9 or higher, you don't need to do anything.
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