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Materials and shaders. Console support. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. Materials and shaders. writing shaders is very easy! Full principled BSDF.
Game developers often need to compile large amounts of C++ code, which requires lots of CPU resources, and developers also need to process other types of heavy compute tasks such as; shader compilation, rendering, asset creation, image conversion, lightmap baking and more. If you do not have an account, create a new one here.
Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).
Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).
Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).
Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).
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