Thanks. Got it. It’s odd, given that I’m already looking at a preview version that I have to also turn that on. But I guess that is how Unity designed it.
Had a quick fiddle with the new terrain shader. Not enough time really dive in but from memory: we’ve got a 3 map pbr workflow, really standard stuff. A couple of parameters but nothing too groundbreaking. 8 layers in a single pass and per pixel norms is really nice.
That said, its bizarre to me that UT is happy sitting 5 years behind the competition when it comes to their terrain solutions. There’s probably a lot more going on under the bonnet, but why not ship a better terrain.lit shader? I’ll never understand their decision making process.
Fair point. It’s a shame things go this way though, the glory days of belt-and-braces shading seem to be behind us (oh CryEngine) and now its all atmo scattering and lighting black magic
They did not. It’s a bug (the preview package and show preview thingy). AFAIK they know about it and they will fix it eventually. Although of course you always can follow up with them and submit a bug report about it.