Hey folks, I was wondering if anyone had a few additional custom shaders for substance painter ?
I found a sepc/gloss pbr shader here somewhere but what I'd really need is a simple blinn shader (working with last-last-gen assets from time to time)
I tried copieing shaders from Substance Designer over to Painter but with no success
Replies
http://www.marmoset.co/toolbag/learn/pbr-conversion
I know about that BUT
these maps are too designed for a PBR Spec/gloss shader
not a true last gen shader, while this certainly will be closer to what I need it still isn't exactly right
substance designer coudl also convert the maps for me
I'd like to use painter to quickly layout some last gen models. I need a Diffuse (lighting baked in, not an albedo) a specular (Not quite the same as the specs used in s/g shaders)
And on a final note s/g is no more last gen than m/r. Those marmoset docs are explaining the differences between them and why you would use one over the other. For those that thought tldr, my takeaway is that s/g is a little more expensive, bit higher fidelity at the material transitions than m/g.
I may end up screenshoting the shader view, and compiling what I need to bake in some lighting.
The light position is not tied to the environment and has to be moved around manually through the shaders parameters for now.
https://dl.dropboxusercontent.com/u/9804576/BlinnPhong.glsl
So if you have issue try that link
My next issue was the shader didnt act correctly, it seems to have an issue with the specular rendering, I have been playing around with this the last few hours and using the internet came up with a fix.
What it actually does I am not 100% sure but it calculates the way the specular is applied to the mesh
replace code from line 146 - 153 with the following
it works much better for me, though it may still need changes / tweaks