1. We do not design an interface that goes beyond the framework of the existing Unity3D ShaderGUI.
2. One Shader is used, but the interface should be able to determine the type.
3. ROOT TYPE and SUBTYPE are provided.
1. You will have to think about the structural design a little longer.
Detail-Map Expression texture norm Document
There is a part that I often feel when I work for a company.
The quality of the character design and the completeness of the original data are also important, but the final rendering quality that the user sees at the end is also very important.
Three tone-mapping functions are added and evaluated. This assessment is for characterization purposes only and is not a guide to best practices.
Provides an interface to effectively control Global Properties inside the scene.
Artists control scene effects from a single interface and can save their values as .asset files after modification.
purpose of implementations. Light Probe data具有在lightAsset中以二进制形式存储的特性。此外，将根据最后一个场景中的信息Replace所有合并的场景的Light Probe信息。解决这一问题的基本方法是TextAsset里单独存储，每个Chunk分别进行管理。此外，还可以实现编辑器扩展，以允许美术团队修改SH细节值。 Light Probe data has the property of being stored as binary in lightAsset.It… 더 보기 »Light-Probe Data manager implementation 
Texture Set norm. Cleaned up the interface for Texture Channels.