{"action":"created","issue":{"url":"https://api.github.com/repos/urho3d/Urho3D/issues/1566","repository_url":"https://api.github.com/repos/urho3d/Urho3D","labels_url":"https://api.github.com/repos/urho3d/Urho3D/issues/1566/labels{/name}","comments_url":"https://api.github.com/repos/urho3d/Urho3D/issues/1566/comments","events_url":"https://api.github.com/repos/urho3d/Urho3D/issues/1566/events","html_url":"https://github.com/urho3d/Urho3D/issues/1566","id":175065255,"number":1566,"title":"Universal default shader? ","user":{"login":"dragonCASTjosh","id":3044415,"avatar_url":"https://avatars.githubusercontent.com/u/3044415?v=3","gravatar_id":"","url":"https://api.github.com/users/dragonCASTjosh","html_url":"https://github.com/dragonCASTjosh","followers_url":"https://api.github.com/users/dragonCASTjosh/followers","following_url":"https://api.github.com/users/dragonCASTjosh/following{/other_user}","gists_url":"https://api.github.com/users/dragonCASTjosh/gists{/gist_id}","starred_url":"https://api.github.com/users/dragonCASTjosh/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/dragonCASTjosh/subscriptions","organizations_url":"https://api.github.com/users/dragonCASTjosh/orgs","repos_url":"https://api.github.com/users/dragonCASTjosh/repos","events_url":"https://api.github.com/users/dragonCASTjosh/events{/privacy}","received_events_url":"https://api.github.com/users/dragonCASTjosh/received_events","type":"User","site_admin":false},"labels":[],"state":"closed","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":25,"created_at":"2016-09-05T12:51:58Z","updated_at":"2016-09-29T11:14:15Z","closed_at":"2016-09-29T11:14:15Z","body":"Is there a benefit to having the maze of different techniques compared to having a simple shader that can be dynamically changed from the material editor, for example if you add a normal map it will add the define for you in the material. The reason this comes to mind is i have been playing around with other engines and they all tend to stick to a standard shader system rather then techniques. \r\n\r\nIn short we use the 1 shader per renderpath we have now but change the defines from the material, kinda like Unitys standard shader from example.\r\n\r\nThis would also allow a lot easier options for the user for example possibly a tick box for PBR, and a drop down for the diffuse model. If given help on the editor side then im more then happy to work on a standard shader."},"comment":{"url":"https://api.github.com/repos/urho3d/Urho3D/issues/comments/250437912","html_url":"https://github.com/urho3d/Urho3D/issues/1566#issuecomment-250437912","issue_url":"https://api.github.com/repos/urho3d/Urho3D/issues/1566","id":250437912,"user":{"login":"cadaver","id":51361,"avatar_url":"https://avatars.githubusercontent.com/u/51361?v=3","gravatar_id":"","url":"https://api.github.com/users/cadaver","html_url":"https://github.com/cadaver","followers_url":"https://api.github.com/users/cadaver/followers","following_url":"https://api.github.com/users/cadaver/following{/other_user}","gists_url":"https://api.github.com/users/cadaver/gists{/gist_id}","starred_url":"https://api.github.com/users/cadaver/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/cadaver/subscriptions","organizations_url":"https://api.github.com/users/cadaver/orgs","repos_url":"https://api.github.com/users/cadaver/repos","events_url":"https://api.github.com/users/cadaver/events{/privacy}","received_events_url":"https://api.github.com/users/cadaver/received_events","type":"User","site_admin":false},"created_at":"2016-09-29T11:14:15Z","updated_at":"2016-09-29T11:14:15Z","body":"Closing this since no further discussion for some time. New issue or PR can be opened if there are concrete ideas for changes."}}
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