[SOLVED] Shader settings embedded in Material and Wearable Presets
I created a custom shader in shader mixer and then saved this out into my relevant content drive as a Shader Preset.duf file.
Whenver I save Material Preset .duf or Wearable Preset.duf files (where my custom Shader Preset has been applied), I end up with the entire Shader set-up embedded within the Material Preset/Wearable Preset .duf file. In other words, the shader mixer node tree etc gets fully described for each surface using it within the Material preset, so the MAT .duf file ends up 10x larger than normal.
Typically, if using an existing shader preset, like Daz Uber MDL, this is not embedded within the Material Preset, it is merely referenced with a "url" directing to the saved Shader Preset.
What should I be doing here?
Comments
Should I save as 'Shader Definition Asset' instead of Shader Preset?
Edit: Saving as Shader Definition Asset seems to have solved issue.