Roadmap
In this page, we'll show you what we'll do or planned to do for next updates. Firstly, we are waiting for Material Editor 2.0 to drop and 32 texture slot limit is extended or removed. Which will allow us to have a fancier UI and add more features for our shader.
Here are some features we're willing to add when we have a stable ground.
UV Tile Discard
Status : Planned
UV Tile Discard (also referred to as UDIM-discarding) provides an efficient way to toggle portions of a model on and off at runtime. This is done by placing portions of the model on different UV Tiles and then discarding specific tiles at runtime. In S&Box, bodygroups exists but we think that this feature worth adding for users who had set up their models for the feature.
We're unsure how to implement it yet..
Fur Shading
Status : Finished (In 1.0)
Fur Shading surely benefits fur parts from a model. But, also expensive. S&Box also lacks multi-pass support which means we'll have to do workarounds through geometry shaders if we're very confident. It'll also come with performance trade-offs. But, we hope to try our best with it.
SSS (Subsurface Scattering)
Status : Finished (In 1.0)
Subsurface Scattering simulates how light penetrates a translucent object, scatters internally, and exits at a different point. Which is a good thing to have for human skin and some more.
Anisotropic
Status : Planned
Anisotropic will surely upgrade the specular reflections. But, we're out of texture slots which means this'll only be implemented if we get more texture slots. We need masking for this. We don't wanna do an unfinished feature by not adding a mask slot :)
Clear Coat
Status : Planned
Clear Coat simulates a thin, transparent, glossy layer on top of a base material. We'll upgrade our PBR Rendering with Clear Coat support sooner. Maybe for V1.01.
Triplanar Projection
Status : Planned
Triplanar Projection is a feature that projects a texture onto the mesh from three directions. Thankfully to Wheatleymf's tutorial which can be found here. It makes us very easy to implement it. But, we'll go furthur more with masking and more for better implementation. Which needs more texture slots..
Tessellation
Status : Planned
Tessellation rendering is a graphics technique that dynamically divides coarse 3D polygon meshes into smaller, highly detailed triangles in real-time. We can use it as adding more detailing for low poly meshes to make them more pop up while adding distance scaling optimizations for memory and performance saving.
Vertex Color
Status : Planned
Vertex Color support for coloring meshes + outline gap fixing will improve our shader furthur more. S&box also exposes a clean way to use vertex colors. But, this is not the top-priority.
Flipbook
Status : Planned
Support Flipbook for 2D sprites and flipbooks for animated textures. But, S&box doesn't support animated texture support yet. Which puts this to low-priority.
You can also contribute our shader with what we listed by opening a Pull request.