kevin ortegren
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146feea34f
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Tweak desired width of the EMaterialShadingModel combobox to fit longer names
#rb none
#rnx
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: kevin.ortegren
#ROBOMERGE-SOURCE: CL 6424345 via CL 6424413 via CL 6424420
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 6498075 by kevin ortegren in Dev-VR branch]
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2019-05-15 14:21:15 -04:00 |
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kevin ortegren
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b8ce856ea3
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Adding missing include
#rb none
#rnx
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: kevin.ortegren
#ROBOMERGE-SOURCE: CL 6316184 via CL 6316335 via CL 6316339
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 6349776 by kevin ortegren in Dev-VR branch]
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2019-05-07 17:29:13 -04:00 |
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kevin ortegren
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39f9c7331b
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Material Instance editor. Adding better behavior for overriding a material with shading model from material expression.
#rb Kevin.Ortegren
#rnx
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: kevin.ortegren
#ROBOMERGE-SOURCE: CL 6315780 via CL 6315959 via CL 6315961
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 6349568 by kevin ortegren in Dev-VR branch]
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2019-05-07 17:25:13 -04:00 |
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joe conley
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c5e44d055f
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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: ryan.vance
#ROBOMERGE-AUTHOR: kevin.ortegren
#ROBOMERGE-SOURCE: CL 6308573 via CL 6309266 via CL 6315508
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 6348696 by joe conley in Dev-VR branch]
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2019-05-07 17:16:40 -04:00 |
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