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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