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Merge pull request #7889 from samcake/color
add support for ambient occlusion texture and lightmap texture for fbx exported from Blender
This commit is contained in:
commit
262e0262fc
23 changed files with 78 additions and 27 deletions
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@ -927,6 +927,9 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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// material.emissiveColor = getVec3(property.properties, index);
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// material.emissiveFactor = 1.0;
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} else if (property.properties.at(0) == "AmbientFactor") {
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material.ambientFactor = property.properties.at(index).value<double>();
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// Detected just for BLender AO vs lightmap
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} else if (property.properties.at(0) == "Shininess") {
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material.shininess = property.properties.at(index).value<double>();
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@ -1128,8 +1131,10 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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emissiveTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
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} else if (type.contains("tex_emissive_map")) {
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emissiveTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
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} else if (type.contains("ambient")) {
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} else if (type.contains("ambientcolor")) {
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ambientTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
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} else if (type.contains("ambientfactor")) {
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ambientFactorTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
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} else if (type.contains("tex_ao_map")) {
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occlusionTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
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} else if (type == "lcl rotation") {
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@ -151,6 +151,7 @@ public:
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float metallic{ 0.0f };
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float roughness{ 1.0f };
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float emissiveIntensity{ 1.0f };
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float ambientFactor{ 1.0f };
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QString materialID;
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QString name;
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@ -437,6 +438,7 @@ public:
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QHash<QString, QString> shininessTextures;
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QHash<QString, QString> emissiveTextures;
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QHash<QString, QString> ambientTextures;
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QHash<QString, QString> ambientFactorTextures;
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QHash<QString, QString> occlusionTextures;
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QHash<QString, FBXMaterial> _fbxMaterials;
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@ -186,6 +186,14 @@ void FBXReader::consolidateFBXMaterials() {
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FBXTexture occlusionTexture;
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QString occlusionTextureID = occlusionTextures.value(material.materialID);
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if (occlusionTextureID.isNull()) {
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// 2nd chance
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// For blender we use the ambient factor texture as AOMap ONLY if the ambientFactor value is > 0.0
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if (material.ambientFactor > 0.0f) {
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occlusionTextureID = ambientFactorTextures.value(material.materialID);
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}
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}
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if (!occlusionTextureID.isNull()) {
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occlusionTexture = getTexture(occlusionTextureID);
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detectDifferentUVs |= (occlusionTexture.texcoordSet != 0) || (!emissiveTexture.transform.isIdentity());
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@ -198,6 +206,14 @@ void FBXReader::consolidateFBXMaterials() {
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FBXTexture ambientTexture;
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QString ambientTextureID = ambientTextures.value(material.materialID);
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if (ambientTextureID.isNull()) {
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// 2nd chance
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// For blender we use the ambient factor texture as Lightmap ONLY if the ambientFactor value is set to 0
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if (material.ambientFactor == 0.0f) {
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ambientTextureID = ambientFactorTextures.value(material.materialID);
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}
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}
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if (_loadLightmaps && !ambientTextureID.isNull()) {
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ambientTexture = getTexture(ambientTextureID);
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detectDifferentUVs |= (ambientTexture.texcoordSet != 0) || (!ambientTexture.transform.isIdentity());
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@ -418,6 +418,8 @@ model::TextureMapPointer NetworkMaterial::fetchTextureMap(const QUrl& baseUrl, c
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auto map = std::make_shared<model::TextureMap>();
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map->setTextureSource(texture->_textureSource);
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map->setTextureTransform(fbxTexture.transform);
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return map;
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}
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@ -427,6 +429,7 @@ model::TextureMapPointer NetworkMaterial::fetchTextureMap(const QUrl& url, Textu
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auto map = std::make_shared<model::TextureMap>();
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map->setTextureSource(texture->_textureSource);
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return map;
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}
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@ -475,6 +478,7 @@ NetworkMaterial::NetworkMaterial(const FBXMaterial& material, const QUrl& textur
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if (!material.occlusionTexture.filename.isEmpty()) {
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auto map = fetchTextureMap(textureBaseUrl, material.occlusionTexture, NetworkTexture::OCCLUSION_TEXTURE, MapChannel::OCCLUSION_MAP);
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map->setTextureTransform(material.occlusionTexture.transform);
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setTextureMap(MapChannel::OCCLUSION_MAP, map);
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}
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@ -122,6 +122,10 @@ void Material::setTextureMap(MapChannel channel, const TextureMapPointer& textur
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_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[0] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());
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}
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if (channel == MaterialKey::OCCLUSION_MAP) {
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_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[1] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());
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}
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if (channel == MaterialKey::LIGHTMAP_MAP) {
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// update the texcoord1 with lightmap
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_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[1] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());
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@ -83,7 +83,7 @@ static const std::string DEFAULT_NORMAL_SHADER {
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static const std::string DEFAULT_OCCLUSION_SHADER{
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"vec4 getFragmentColor() {"
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" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
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" return vec4(vec3(frag.obscurance), 1.0);"
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" return vec4(vec3(pow(frag.obscurance, 1.0 / 2.2)), 1.0);"
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" }"
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};
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@ -90,7 +90,7 @@ float fetchOcclusionMap(vec2 uv) {
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<@endfunc@>
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<@func fetchMaterialTextures(matKey, texcoord0, albedo, roughness, normal, metallic, emissive, occlusion)@>
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<@func fetchMaterialTexturesCoord0(matKey, texcoord0, albedo, roughness, normal, metallic, emissive)@>
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<@if albedo@>
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vec4 <$albedo$> = (((<$matKey$> & (ALBEDO_MAP_BIT | OPACITY_MASK_MAP_BIT | OPACITY_TRANSLUCENT_MAP_BIT)) != 0) ? fetchAlbedoMap(<$texcoord0$>) : vec4(1.0));
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<@endif@>
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@ -106,12 +106,19 @@ float fetchOcclusionMap(vec2 uv) {
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<@if emissive@>
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vec3 <$emissive$> = (((<$matKey$> & EMISSIVE_MAP_BIT) != 0) ? fetchEmissiveMap(<$texcoord0$>) : vec3(0.0));
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<@endif@>
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<@endfunc@>
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<@func fetchMaterialTexturesCoord1(matKey, texcoord1, occlusion, lightmapVal)@>
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<@if occlusion@>
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float <$occlusion$> = (((<$matKey$> & OCCLUSION_MAP_BIT) != 0) ? fetchOcclusionMap(<$texcoord0$>) : 1.0);
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float <$occlusion$> = (((<$matKey$> & OCCLUSION_MAP_BIT) != 0) ? fetchOcclusionMap(<$texcoord1$>) : 1.0);
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<@endif@>
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<@if lightmapVal@>
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vec3 <$lightmapVal$> = fetchLightmapMap(<$texcoord1$>);
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<@endif@>
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<@endfunc@>
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<@func declareMaterialLightmap()@>
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<$declareMaterialTexMapArrayBuffer()$>
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@ -123,11 +130,6 @@ vec3 fetchLightmapMap(vec2 uv) {
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}
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<@endfunc@>
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<@func fetchMaterialLightmap(texcoord1, lightmapVal)@>
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vec3 <$lightmapVal$> = fetchLightmapMap(<$texcoord1$>);
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<@endfunc@>
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<@func tangentToViewSpace(fetchedNormal, interpolatedNormal, interpolatedTangent, normal)@>
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{
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vec3 normalizedNormal = normalize(<$interpolatedNormal$>.xyz);
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@ -22,12 +22,14 @@ in vec4 _position;
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in vec3 _normal;
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in vec3 _color;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -22,6 +22,7 @@
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out vec3 _color;
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out float _alpha;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec4 _position;
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out vec3 _normal;
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@ -31,6 +32,7 @@ void main(void) {
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TexMapArray texMapArray = getTexMapArray();
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<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
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<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
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// standard transform
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TransformCamera cam = getTransformCamera();
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@ -29,8 +29,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness)$>
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<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
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packDeferredFragmentLightmap(
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@ -30,8 +30,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness, normalTexel)$>
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<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
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vec3 viewNormal;
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<$tangentToViewSpace(normalTexel, _normal, _tangent, viewNormal)$>
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@ -30,8 +30,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
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<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
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vec3 viewNormal;
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<$tangentToViewSpace(normalTexel, _normal, _tangent, viewNormal)$>
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@ -29,8 +29,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
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<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
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packDeferredFragmentLightmap(
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normalize(_normal),
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@ -21,6 +21,7 @@
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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@ -28,7 +29,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -22,6 +22,7 @@
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out vec4 _position;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec3 _normal;
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out vec3 _tangent;
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out vec3 _color;
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@ -34,6 +35,7 @@ void main(void) {
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TexMapArray texMapArray = getTexMapArray();
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<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
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<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
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// standard transform
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TransformCamera cam = getTransformCamera();
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@ -21,6 +21,7 @@
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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@ -28,7 +29,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex, occlusionTex)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
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@ -21,6 +21,7 @@
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _color;
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@ -28,7 +29,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex, occlusionTex)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -25,6 +25,7 @@
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec4 _position;
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in vec3 _normal;
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in vec3 _color;
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@ -35,7 +36,8 @@ out vec4 _fragColor;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -61,7 +63,7 @@ void main(void) {
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_fragColor = vec4(evalGlobalLightingAlphaBlended(
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cam._viewInverse,
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1.0,
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1.0,
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occlusionTex,
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fragPosition,
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fragNormal,
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albedo,
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@ -26,7 +26,7 @@ out vec4 _fragColor;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -16,7 +16,7 @@
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<@include model/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
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<$declareMaterialTextures(ALBEDO)$>
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in vec2 _texCoord0;
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in vec3 _normal;
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@ -27,7 +27,7 @@ void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -24,6 +24,7 @@
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out vec4 _position;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec3 _normal;
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out vec3 _color;
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out float _alpha;
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@ -40,6 +41,7 @@ void main(void) {
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TexMapArray texMapArray = getTexMapArray();
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<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
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||||
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _tangent;
|
||||
out vec3 _color;
|
||||
|
@ -42,6 +43,7 @@ void main(void) {
|
|||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
|
||||
|
|
|
@ -33,7 +33,7 @@ Column {
|
|||
"Roughness",
|
||||
"Metallic",
|
||||
"Emissive",
|
||||
"Shaded/Lightmapped/Unlit",
|
||||
"Unlit",
|
||||
"Occlusion",
|
||||
"Lightmap",
|
||||
"Lighting",
|
||||
|
|
Loading…
Reference in a new issue