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I compile separate models for each color which is probably why I haven’t dealt with this, but iirc they don’t need that many
If you wanted me to remove the mentions of PBR you should've just said that, not list out a bunch of nitpicks that do not help to understand the fake pbr workflow nor count as advices that could help me improve the port.
Your metal materials are the exact opposite of a metal. A metal is visually defined as having bright forward facing reflections and black or near black diffuse. Metal reflections my also be tinted where non-metal reflections are almost always white. Yours have either low or outright no forward facing reflections and as bright a diffuse as you can get without cranking up $color2.
I'm not saying you should throw all of it away and start over. Just don't call something what it isn't alright? (2/2)
It's obviously not an actual pbr shader but it follows the same rules and concepts. Thus the name.
Calling it "double material stack with gloss as a base and metalness on top" would also be wrong since you're not really using either gloss or metalness. (1/2)
can't see how is this making the port worse except making it a couple of KBs more in size
Yes because I wanted to controll the tint per texel. I think it looks prettier this way.
The sword one has mostly affects white base texture so what's the point in tinting it, the skin one doesn't have exponent texture to control it.
I wanted to make a 2 stepped highlight: larger tintent on the base and smaller white on the top. I think it looks prettier this way.
^ this
I was trying stuff at random and stuck with what worked the best, this is like my 2nd or 3rd not heavily stylized port
Why mask envmaps if there's translucency inolved in stacking
I can read the wiki thank you very much
alright next time I'll call this "double material stack with gloss as a base and metallnes on top". How could I not guess stuff when it's literally called "fake". It's a hack by it's nature, you try stuff and stick with what looks better, there's no standart
All your normalmaps have inverted green channel.
'sheik_skin_def' is storing an empty alpha channel.
Every single material except for two have albedotint enabled and your exponent green channels are not solid white.
The two that have albedotint disabled make no sense.
You have multiple exponenttexture for the armor bits for some reason?
Materials are getting stacked for no reason since the second material isn't doing anything a single material couldn't have.
Boost and fresnel ranges are inconsistent and random.
Envmaps are unmasked with duplicate parameters every now and then.
Credit where it's due your have not overwritten your exponenttexture with $phongexponent so that's good.
PBR is not a buzzword. It means expected input = expected output. If you're guessing how to set stuff up you shouldn't say you're using PBR.