As a side note, I think the patch is in mergeable state, that's why I approved it. But would like to see the small fixes be done first.
How does that work? Material can have different resources based on their flag (see EEVEE_material_bind_resources(à
). Unless this is only for the vertex inputs and fragment outputs, these should be the same.
Maybe note what is the expected status of both parameters. I guess material
can be in any state, whereas default_material
should be compiled?
I don't thnkk we should support metalic and roughness sliders for matcaps. The strength of the matcaps is that they are specific and consistent in their look. That is always at the cost of…
I created #104640 with some thought on what should be a step forward into better handling the material system with matcap lighting.
It kind of overlap this task. To me, we should take the time…
GPU_shader_uniform_vector
GPU_shader_uniform_int/float
eGPUKeyframeShapes
to shader shared
That's not what this task is about. That would be a workflow change and this task is only about cleaning up / improving existing matcap rendering.
Note that the different matcaps approach is…