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18 comments
Edit: I had to turn of the notice and choose to show all images.
Question though: how will this affect existing armours that have their materials made to be shiny for the base game? I’m unsure if this is what you mean by “supporting true PBR textures”.
If I had to guess how it works though I would extrapolate modern PBR engine values like "metallicness" by the brightness of the environment/cube map by the vividness of the specular map if there's one. But I'm not a dev on this, just thinking out loud in the absense.
Sorry, the PBR one is actually darker... Maybe I should retake that shot.