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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
08-27-2017, 04:57 AM
#6,801
Tino Offline
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@Techie Android: currently the fastest backends on ishiiruka are, dx12, dx11,vulkan, ogl in that order.
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08-27-2017, 06:18 AM
#6,802
Tino Offline
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not if you what async shader compilation, that is not supported under opengl so while ubershader are not merged dx12 or 11 are the best option.
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08-30-2017, 05:39 AM
#6,803
seoulgamer Offline
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Tino, is it feasible for Ubershaders be supported on Direct3D 12?
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08-30-2017, 08:52 PM
#6,804
Tino Offline
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@seoulgamer: it should work as the orther backends
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08-31-2017, 04:39 PM
#6,805
philc Offline
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Hi Tino. I have some questions about materials. At now i using pixplant to make diffuse, normal and spec. But i found a Bitmap2Material, when i select export it's made some different names.

I'm completely lost, I do not know where to start

[Image: SP5K0HM.png]
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09-01-2017, 06:41 AM
#6,806
Tino Offline
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@philc: Base_color is the difuse texture so normal name [TEXID].png
_Height_ needs to be renamed to [TEXID].bump.png
_Normal_ to [TEXID.nrm.png
_Specular_ to [TEXID].spec.png
and if your material have emissive pixels the _Emissive_ needs to be renamed to [TEXID].lum.png
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09-01-2017, 12:32 PM (This post was last modified: 09-01-2017, 02:20 PM by philc.)
#6,807
philc Offline
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(09-01-2017, 06:41 AM)Tino Wrote: @philc: Base_color is the difuse texture so normal name [TEXID].png
_Height_ needs to be renamed to [TEXID].bump.png
_Normal_ to [TEXID.nrm.png
_Specular_ to [TEXID].spec.png
and if your material have emissive pixels the _Emissive_ needs to be renamed to [TEXID].lum.png


[color=#212121]With the bitmap2material I do not need to use the Ishiiruka-tool anymore?
Why don't load others things? metal and more
[/color]
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09-01-2017, 08:39 PM (This post was last modified: 09-01-2017, 08:44 PM by Bighead.)
#6,808
Bighead Offline
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Ishiiruka Tool combines bump, spec, nrm, and lum images into a single image by storing their data into the individual RGBA channels. Tino has dubbed these "material maps" and have the .mat suffix before the extension. So you still need Ishiiruka Tool to create these textures. Creating them in this way saves VRAM but has its limitations because you can only pack so much data into a single image. IIRC the emissive texture is actually somehow merged into the color texture since the material map has probably hit its limit.
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09-02-2017, 12:33 AM
#6,809
djneo Offline
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Interesting.
So is there any way to use the "classic" method without any of these limitations?
Unfortunately this method doesn't work for me at all right now, still not sure why at the moment.

Thanks!
specs:

Windows 10
Intel i7-9900K @ 4.9Ghz
32 GB RAM
Nvidia 1080ti
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09-02-2017, 08:50 AM (This post was last modified: 09-02-2017, 08:52 AM by Bighead. Edit Reason: I can't spell... )
#6,810
Bighead Offline
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Material maps do not work in all games. I can't remember the specifics, something to do with lighting. Someone made a list of games that did work in this thread somewhere I think. The only person I know who has successfully added this to a game was Rickv123. Xenoblade does not fully support the material map effects, but he managed to somehow patch the game to make it work. Unfortunately that is not really being taken advantage of at the moment.

Edit: Found it.
https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version?pid=394710#pid394710
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