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Changelog

Version 1.1

Added

  • Specular scale for mesh and sprite lights.

Fixed

  • Fixed incorrect distance calculation for spot light fade mask.
  • Various small non-critical fixes.

Changed

  • Shortened the distance at which mesh lights and flares collapse vertices, improved performance a bit.
  • Switched from Blinn-Phong to approximate GGX specular: cheaper and more native-looking.
  • Specular highlights are enabled by default.
  • Default Specular value is now 1 and clamped to 1 (matching Unreal).

Version 1.02

Added

  • Added a parameter to control fog intensity for all distant lights in the manager.
  • Added Blueprint functions for runtime fog control. New fog functions

Version 1.0

  • Initial realese.
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