tag
#materials
3 items (3 fixes)
fixes
✓ 26.07.15a
"For runtime per-surface color, bake a texture: don't rely on complex.shader vertex color"
complex.shader has no shipped source and no evidence it reads vertex color as albedo, so don't plan per-vertex color painting through it. The reliable runtime color-per-surface lane is a baked texture plus Material.CreateCopy and Set("Color", tex).
shadersmaterials
✓ 26.07.08e
"High-key chalky sky is capped by two defaults: texture AND tonemapping must both change"
A near-white chalky sky stays mid-grey or blue: fixing the sky texture alone isn't enough because the default tonemapping curve crushes highlights.
lightingsky
✓ 26.07.08e
"ModelRenderer.Tint on flat-color vmats causes purple/black corruption"
Per-instance Tint on a flat-color vmat (white PNG + g_vColorTint) rotates hue or crushes random instances to black: use scale/yaw jitter instead.
renderingmaterials