maj00r
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e27e9a3639
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docs(tools): a dark metal is reported as one the shaders light as a painted surface, with the choice of a brighter diffuse for a real metal or B = 0 for paint, a metal reflects at least at half strength whatever its normal map alpha, and the source textures are TGA from which BC7 replaces the DDS
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2026-10-14 22:11:15 +02:00 |
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maj00r
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47716b50ff
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docs(tools): the material norm names the shaders it is written for, fix/cab-lighting from 2ecf589d with the sun highlight weighted by its cosine, headlights with their own highlight and param_glossiness as a Phong exponent, and how master differs; the validator reads both versions from the shader sources, its options, output levels and requirements are documented with the order in which to fix a vehicle
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2026-10-14 22:11:15 +02:00 |
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maj00r
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0436ea2f2b
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feat(tools): a material norm for the current shaders and a validator that checks .mat files and their textures against it, reading what each shader does with specgloss, glossiness, specular and reflection from the shader sources, so dielectrics with sun highlights far above the 0.06 of a real F0, mirror-like glossiness, half-metal or speckled metalness, metals with a dark albedo or no reflections, headlight-boosting param_specular, noisy maps, unknown shaders and missing textures are reported per material
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2026-10-14 22:11:15 +02:00 |
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