Fixed lighting issues, unchecked Force Vertex Shading in Project Settings. More expensive, but looks much better. Fixed minimap unique names.
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@@ -42,22 +42,22 @@ void vertex() {
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void fragment() {
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NORMAL_MAP = texture(normal_map, UV).xyz;
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NORMAL_MAP_DEPTH = normal_strength;
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float VdotN = dot(VIEW, NORMAL);
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float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0);
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vec4 albedo_mix = texture(albedo_texture, UV) * albedo;
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float roughness_mix = texture(roughness_texture, UV).r * roughness;
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float a = mix(0.001, 1.0, albedo_mix.a);
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float a_factor_0 = mix(fresnel * edge_color.a, 1.0, a);
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float a_factor_1 = 0.5 * sqrt(a);
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float a_factor_2 = a_factor_0 + a_factor_1;
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ALBEDO = mix(edge_color.rgb * edge_color.a, albedo_mix.rgb * surface_contribution, a);
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ROUGHNESS = roughness_mix;
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SPECULAR = 0.5 * inversesqrt(specular_contribution);
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vec3 unpacked_normal = NORMAL_MAP;
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unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;
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unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));
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