Hi everyone,
long time reader, but now seem to be a little stuck. i am trying to wedge the basecolor of the principle shader with a color wedge. the goal is to export quite a lot of variations of an asset to a gltf. the list of colors in the wedge make it very overseeable and nicer to art direct.
i can also do this with a switch and multiple constants plugged in the basecolor, but
these values dont get exported in the gltf file. so i believe they seem to only be read from the promoted parameter properties of the shader.
also, the ramp plugged in to the shader of the background also doesnt export. is this just a limitation of gltf?
thanks in advance!