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If a glTF uses the KHR_materials_unlit extension we should render with an unlit material and not generate normals.
We could also give some control to the user. There could be a drop-down list to override the default behavior. The options would be UNLIT, LIT, or AUTO.
The text was updated successfully, but these errors were encountered:
Cesium for Unreal supports unlit materials by disabling shadows and making all normals point up (along the ellipsoid surface normal: CesiumGS/cesium-unreal#1017
I tried experimenting with the same idea in Omniverse and the results don't look great. Aside from ray self-intersections which show up as black, there's this flat shading type of look regardless of the normal direction. It reminds me of some of the issues in #59.
If a glTF uses the
KHR_materials_unlit
extension we should render with an unlit material and not generate normals.We could also give some control to the user. There could be a drop-down list to override the default behavior. The options would be UNLIT, LIT, or AUTO.
The text was updated successfully, but these errors were encountered: