In this post we are going to bake textures into vertex colors. This is useful for LODs which are really far away, where we just want some color. In order to do this, we need to disable sRBG on all texture nodes in the scene. So we'll cover how to traverse shader network as well.
Read MoreIn this example we'll show how you can use geometry data casting to change materials on a remeshed asset in runtime.
Read MoreIn this example we'll show how you can use material casting with a shading network to optimize a custom shader.
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