Less consistency: you may have to readjust material settings so that they fit in each environmentĪutomatic mobile version: the correct shader is loaded internally depending on the target platform comic-book like visuals using features like halftone or sketch features Limited value ranges: you can't go too much outside the "physical" values and get extreme results (that's actually the whole point of PBS!) Works in all lighting settings: no need to do further tweaks to materials once they're properly configured Longer material setup: more control means more settings to adjust! More control: you can precisely tweak all values to get the exact look wanted Less stylization options: features like sketch or textured threshold are not supported in the PBS shaders Here is a pros/cons list that can help choosing between either workflow: Standard PBSĮasier material setup similar to Unity's Standard shader, with additional stylization options In such cases, using PBS shaders should be avoided in favor of the Legacy ones. ![]() ![]() Choosing between the two workflows might not be as easy as it seems: because TCP2 is used to get stylized visuals, there may be some cases where you want to avoid replicating the physical reality of light interaction.
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