Collection of materials for use in Dead by Daylight modding
4/26/24
Merged wip to main updated to UE5
3/5/23
Updated M_Slasher_Cust
-wip for usage of BC/ORM/N - B parameters, eg Bleeding Mask for ghostface (Cannot be tested in game until PS is updated)
9/13/22
Added M_Foliage_v2 and MI_Foliage_v2
-This material should be used for Map objects only. it uses the basic BC/ORM/N setup with some extra parameters for grass wind and some Hue/Saturation/Tint parameters for the BC
9/10/22
Added M_BlendMapRgb and MI_BlendMapRgb_AdamInstance
-This material should be used for Map objects only. it uses Vertex Paint to blend textures together Red and Green both use BC/HRM/N textures HRM being an ORM but with Height inplace of AO the Blue channel uses a Color Vector to color the area and a Scalar parameter to control Roughness it uses no actual textures and should only be used for Water like surfaces.
8/30/22
Updated M_DirtyGlass
-Material should now be 1:1 to in-game.
8/28/22
Added M_DirtyGlass and its instance
8/23/22
Updated M_HairTAA so that the material better matches in-game settings.
8/22/22
Added M_Structures_v2 and its instance
8/17/22
Updated MI_Slasher_Cust_AdamEmission
and MI_Camper_Cust_AdamEmission
to have real default values.