Changelog

This page keeps track of the changes made to the Shaders.

1.00 - Initial Release

1.00a Hotfixes

  • Fixed Variance Features not working with Instances

  • Changed Sampler Types of ORM Maps, from Masks to Linear Color (Better Compression)

1.1 Release

  • Added Opacity in the Fresnel Values

  • Added Masking Support for Manual Cubemaps

  • Added Panner Support when Triplanar Mapping is enabled

  • Added UV Breaking support

  • Added Dynamic AO Feature : Allows to fake AO on non-baked objects (affects Color & Specular)

  • Various Optimizations.

1.1a Hotfix

  • Fixed a bug making the Tessellated variant not functioning when enabling Tessellation, now working correctly (Displacement maps are not affected by the UV Breaking Features.)

  • Fixed the same bug for the World Position Offset, on all variants

1.2 Release

  • Added Runtime VIrtual Texturing support to the Standard Variant, to use for blending with a Landscape.

2.0 Release

  • Internal Re-Write (Lighter Shader Complexity & Much better layout)

  • Added Per-Side Triplanar Mapping Controls

  • Added Non-Uniform UV Multiplier

  • Added Alpha of Base Color usable as Opacity Map/Mask

  • Added XYZ Offset on World Position Offset

  • Added Nanite UE 5.0 Preset

2.1 Release

  • Removal of unneccesary static switches (Color/Grayscale adjustements among other things)

  • Removed unnecessary features & internal cleanup (B/W Color in Color Map adjustements, Shading Model choice as it is set in the Instance natively)

  • Added UV Rotation & Offset Controls (Global material only)

  • Fixed default Luminosity Offset of Base Color maps to 1 instead of 0

  • Changed Blend Mode of the Standard/Tessellated/Nanite50 masters to opaque by default, as it can be set to masked in the instance natively.

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