Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The original shader had too many inaccuracies to fix up, so it was better to start over. This version can now match the output from Valve's Workshop Tools, and uses the same input parameters (See the Morphling example above). The layout has also been changed to remove the need to edit node groups.
The shader is for Blender 2.79 which is why you're getting undefined node errors. 2.8 broke a lot of them and there weren't any workarounds at the time. The project was always something of a hack, as it's implementing a shader using material nodes, which isn't particularly efficient.
There are suitable replacements for everything in 2.92, if you can hold on for a week or two I'll try and update it if I can find some time.
It would be better to write a dedicated GLSL shader for those sorts of things, which unfortunately I don't have the time to do! Maybe if someone else is feeling particularly motivated?
UPBGE has realtime reflection probes as well in game in BGE.