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- This Update is another huge Step for me and this Project, it introduces Vertex Lighting with some workarounds and tricks, thanks to "d4rkpl4y3r" for that.

- This Update also fixes the Problem that when you switch from one Shader variant over to another and the Blend Ops wont change accordingly, now when you have a material set for Transparency and switch to any other variant then the Material will inherit the new Shader variants Blend Ops. Thanks to "Rokk" for providing me with a solution there.

- Cleaned up the internal code structure for the Inspector so that there is no more unused code etc.

- Added Indirect Specular Light for the Rimlight section (BETA: this is a temporary Feature and might get removed in future updates)

- switched out the "Rim Intensity" for "Indirect Spec Strength" since it had no real usecase for the default Rimlighting.

One thing to note: if you are updating from a previous version then the Cubemap Toggle will reset to Off for all Shader variants, make sure you will go through your materials and reenable the feature if you used it.