Ok, so the first two points are handled by just using Diffuse Detail shader.
Not sure about “vertex lit” - do you want dynamic vertex lighting, or pre-baked vertex colors? If the vertex is pre-baked then bumpmapped terrain does not make much sense (there are no dynamic lights - so where the light direction should come from for bump mapping?)
Yes I mean you got it right, the idea is to have pre-baked vertex lighting values work with the Diffuse detail shader.
The second idea was to include a basic bump to the detail-texture.
So the pre-baked vertex values are not used for the bump but purely the illumination.
Is this any clearer? not sure how to phrase it in code-terms… my bad therefor.
But you see, you have contradicting stuff: you don’t want dynamic lighting on terrain (illumination is pre-baked), but you do want bump-mapping on the nearby parts.
Bump-mapping often does not make much sense if lighting is pre-computed. First, it needs some light direction to do the bumpmapping calculations (which you don’t have if lighting is precomputed); and then it’s a waste of processing power. If lighting is static, just do a simple detail texture that captures “the bumpyness” under your lighting conditions.
ok i think we can forget the bump…
or
what about letting dynamic lighting be counted-in as well as the vertex lighting?
and then we can let the dyn. lighting do the bump?
i mean otherwise just having the Diffuse Detail Shader be vertex-lit is already great!
Here it is: BakedLightingDetailTexture on Unify wiki. This is quite different from DiffuseDetail or other vertexlit-colored shaders - this one does not respond to lights at all; all illumination is just stored in vertex colors. As I understood, that is what you wanted, right? So the shader is really simple (and fast!).
WAW that’s great, applying it now, new scene up in a few minutes
Aras you RULE, thanks and best**
Is there a way to add a very basic way to adjust the general brightness (like incandescance in maya i’d say)?
I mean if making it affected by in-scene lighting is not too costly for the gpu, maybe that would even be better as a material for others to use?