Commit Graph

5 Commits

Author SHA1 Message Date
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
kevin ortegren
29bfc3e2cc Tweak desired width of the EMaterialShadingModel combobox to fit longer names
#rb none
#rnx


#ROBOMERGE-SOURCE: CL 6424345 via CL 6424413

[CL 6424420 by kevin ortegren in Main branch]
2019-05-12 16:42:05 -04:00
kevin ortegren
09ab1a6b8e Adding missing include
#rb none
#rnx


#ROBOMERGE-SOURCE: CL 6316184 via CL 6316335

[CL 6316339 by kevin ortegren in Main branch]
2019-05-06 10:04:01 -04:00
kevin ortegren
6e3afd2d2f Material Instance editor. Adding better behavior for overriding a material with shading model from material expression.
#rb Kevin.Ortegren
#rnx


#ROBOMERGE-SOURCE: CL 6315780 via CL 6315959

[CL 6315961 by kevin ortegren in Main branch]
2019-05-06 07:25:03 -04:00
kevin ortegren
c92b1c86d9 Adds support for multiple shading models per material. Each material now has a bit field of which shading models it is using. Shading models for a material are selected through a new Shading Model material expression, which can be connected to the new Shading Model material output pin. This is opt-in by selecting "From Material Expression" in the Shading Model drop down on the material. With no changes, everything should behave like before, and the old workflow is still there. Optimized shader code should be as performant as before if not using more than one shading model.
[FYI] Chris.Bunner, Krzysztof.Narkowicz, Marcus.Wassmer, Yuriy.Odonnell, Matt.Kuhlenschmidt
#rb Krzysztof.Narkowicz

#ROBOMERGE-OWNER: kevin.ortegren
#ROBOMERGE-AUTHOR: kevin.ortegren
#ROBOMERGE-SOURCE: CL 6308573 via CL 6309266

[CL 6315508 by kevin ortegren in Main branch]
2019-05-06 06:04:18 -04:00