Hello, here is a set of shaders to toy around with PBR lighting model, ambient occlusion using bent normals and soft bloom threshold.
The difference in PBR is that it no longer uses specular colors from the texture, but instead just roughness and metallicity. It's still not perfect and probably quite hacky, at the moment the metallicity is red channel in reflect texture, while roughness is alpha channel as before ( stored as inverse/smoothness, meaning bright pixel is smooth and black pixel is rough )
Please excuse the non-artist art, PBR texture generated with materialize:
And example how this helps to make dynamic lighting a bit less rubbery:
Bent normals are explained here:
https://dev.epicgames.com/documentation/en-us/unreal-engine/bent-normal-maps?application_version=4.27Basically it's another form of precomputed occlusion in addition to AO.
It's used as -misc texture in the same format as normal maps.
Example:
https://imgsli.com/Mjg3NjYzHere are the shaders ( note that you need to enable loading shaders in your -mod file
#GRAPHICS SETTINGS
$Enable External Shaders: YES
https://mega.nz/file/9BZlRTTB#cpvi5SS9Tow8bnRgsrmDz4z6ZWu1qmw_4wC2mrRbUagAnd here is the medusa example ( note that the normal, diffuse/albedo and glowmap are mvps originals, included just because the game prefers -shine textures, so I had to change the name, model is also mvps original with just changed texture name )
https://mega.nz/file/gYo3hBbC#YLH0rkETlJiAuMxngyUhOSs9OItGwfDCYCv531egelwTake note that this is all quite hacky, team color functionality is hijacked completely, and most existing models will see some regression, because they will have wrong metallicity set. Low lighting settings are likely broken and not sure how well the forward rendering works.
If you want to bake your own bent normal map, try following this
https://blender.stackexchange.com/questions/157079/how-do-i-bake-a-bent-normal-map-in-blenderIt's a bit vague, but it's the only free software solution I've found.
I've used pof-tools for importing pof models in the blender, for baking you may want to remove everything outside of the solid mesh from detail0 and assign the material with the script to it. Then bake it using cycles normals baking option.