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- Fixed Specular Aniso negative drop

- Properly set up Specular Highlight Shadow contribution and included this system into the Cubemap section

- Fixed Ambient Direction which was incorrect since ever..

- Fixed all issues related to Matcaps and gave Matcap and Baked Cubemaps a new way of lighting(Matcap Intensity now equals exact brightness meaning 1 is full brightness so you would need to scale the Intensity down from 5 to 1 when updating to this version)

- Vertex Lights coloring now works properly and inherit initial ToonRamp color data

- Subsurface Scattering includes Shadow Caster Shadows now and should be complete now

- SCS Shadows work the same way like ToonRamp Shadows do and dont wrap anymore on opacity tweaks

- Diffuse Ambient Light Shadows are fading properly now the brighter surrounding Pixel Lights get

- The 'Maximum Light Multiplier'(which is pretty handy for debugging) now includes Diffuse Vertex Lights

- Fixed some minor underlying issues with Lighting calculations specifically for Vertex Lights

- Added a Point/Spot Light Intensity slider