Kiliax
Scout
- Joined
- Jul 30, 2026
- Messages
- 10
- Points
- 13
Kiliax submitted a new resource:
TINT/SMOOTHNESS & DETAIL NORMALS/HOLES - Explanation of the Tint/Smoothness and Detail Normals/Holes Composite textures
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TINT/SMOOTHNESS & DETAIL NORMALS/HOLES - Explanation of the Tint/Smoothness and Detail Normals/Holes Composite textures
(tint_colors.tga | tint_geometry.tga)
TGA is 32-bit (8-bits per channel * 4 channels) (Supported Fomats: TGA, PNG, DDS)
- "tint_colors.tga" - Texture is applied to entire map area
- FinalAlbedoColor = (Stratum Layer Albedo * Stratum Layer Tint) * Tint_Colors.TGA * 2.0 (This is how the final shader is calculated)
- Standard Tint RGB should be 128,128,128 (50% Grey) for NO TINT APPLIED - Lower Values will Produce Darker Tints, Higher Values will Produce Lighter Tints
- 2048px...
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