Quick Overview: Going over a new feature which allows you to insert custom code and properties into a In this episode I talk about animated raindrops, Snow, puddle improvements, baked lighting, automated shader testing, and more.

Megasplat Dev Log 19 River - Detailed Overview & Context

Going over a new feature which allows you to insert custom code and properties into a In this episode I talk about animated raindrops, Snow, puddle improvements, baked lighting, automated shader testing, and more. Changes and fixes for the 1.09 patch are discussed, including improvements to the terrain converter like the ability to save and ... My new shader system, coming to the asset store soon, which supports up to 256 textures at once in a single splat map shader, ... This week: - Getting texture names when colliding with a surface - Lots of bug fixes - The new 'Shader Compiler'

Talking about puddles, ramp lighting modes, low end texturing options, and more. Covering Faceted rendering (low poly look), distance resampling (anti-tiling), Disable Bottom Layer Blending, and the native Map ... Covering the new web site, terrain shader parity with the mesh shader, runtime painting of meshes and terrains, and the new ... A quick tutorial showing you how to use the A brief introduction to some of the features of

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MegaSplat Dev Log 19 - River refractions & Foam, Distance Noise
MegaSplat Dev Log 16: Texture Graph, transfer paint jobs between meshes
MegaSplat Dev Log : Tessellation
MegaSplat Development Log 17: Texture Graph new nodes
MegaSplat Dev Log 20 - Custom code extensions
MegaSplat Development Log 15 - Procedural Texturing, Raindrops, and more
MegaSplat, DevLog #2
MegaSplat Dev Log 11
MegaSplat Dev Log 21 - Improved Terrain Converter
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MegaSplat, development update #5
MegaSplat Development Update 9
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My new shader system, coming to the asset store soon, which supports up to 256 textures at once in a single splat map shader, ...