Skip to content
- Changed the Reflections tab so that you can have the Matcap and Cubemap section active at the same time, this is not just nice to have for the user but it also let me get rid of every Keywords that were included in the Shader, with that being said there is still one Keyword left and active by default but it most likely does not contribute to the Keywordlist of your Game since it is a re use of one that the Standard Shader uses as well.

- Added a Rim Light Texture Mask
- Added support for offset and scaling on the SSS Thickness Map
- Added "Point/Spotlight Shadow Intensity" to the optimized Lighting System so that you have controll over that as well (read the manual for more detail)
- Adapted Specular Highlights for Indirect Lighting (except the Standard Highlights)
- Changed the Step Based Cel Shading System so that you can color the Shadows there now as well.