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thank you. is there any chance you could include the DX11 shaders in the Mobile version as well? not rewrite them for mobile, just include...
can you tell me which uv channel the lightmaps use? (in the lightmapped version of your shader)
ah yes. the first uv set wasnt right, thanks!
have you ever experienced this behaviour? [IMG] it comes and goes with the "flake alpha" value
nervermind, i figured out how to use custom lightmaps.
is there a way to incorporate shadowmap textures with your wonderful shaders?