Melodi Unlit & Premium Changelog (v1.1.5)
· 2 min read
Legend
(⭐) = Premium only change.
(🆓) = Free only change.
Bug Warning!
There is currently a bug with opacity the causes the shader to default as transparent cutout! The current workaround is to set your alpha type to opaque even if it already says its set.
Major Changes:
caution
The changes in this section will affect the look of materials using previous versions! It's advised to use a copy/backup material instead to ensure you can rollback if needed.
- Fixed normal calculation when Diffuse Distortion is disabled.
- Changed Fresnel Mask to
Texture Packer
type. - Fixed distortion map blending across the shader.
- Improved glow calculations and fixed some bad math.
- (🆓) Fixed alpha mode not properly changing
- (⭐) Changed screenspace calculations and added
Object bound
screenspace mode. - (⭐) Fixed bad math and parameter flow for emissive alt color. (Fixes Alt color not working if audiolink wasn't installed)
Minor Changes:
- Reorganized formulas for trail mask feature.
- Moved Audiolink Debug into its own category so multiple materials can have it linked together. Example
- Set the
Custom Colors
toggle to not hide if main color is being overridden. - Fixed missing help boxes that explained the color options under
Fresnel Parameters > Color Options.
- Reworked flow of the alt color function. (fixes AL fallback color on all alt color options.)
- (⭐) Fixed missing help boxes that explained the color options under
Emissive Adv Parameters > Emissive Alt Color.
Additions:
- Added
ZTest Mode
control under shader options menu. - Added
Preview Type
control under the shader options menu. - Added a warning to the main area when Audiolink is debug-disabled in the shader.
- Added a
_Color
option to all features that allow selecting an alt color. This allows sampling/using the CC as an alt color. - Added a
Smooth Waves
toggle to all wave mask settings. - (⭐) Added experimental Physically Based Lit mode.
- (⭐) Added glow bypass toggle to Trail Mask.
- (⭐) Added a
Use Main Color
option toEmissive Adv Parameters > Emissive Alt Color
- (⭐) Added a
Blend Env Lights
toggle to Physically lit mode to reflect map lighting on objects. (Thanks to some code from Kaitlyn!)