The goal of this workflow and ubershader is to minimize artist workload, while maximizing performance and visual fidelity.
If you want to learn more, read here:
https://codeberg.org/Liblast/Liblast/issues/3
I've used Blender 4.1 for modelling and the DreamUV add-on for automagically UV-mapping adding bevel and curvature information to edges + custom node group baking a channel-packed mask to vertex colors.
You can play with this in this feature branch in the Liblast git repository on Codeberg:
https://codeberg.org/Liblast/Liblast/src/commit/0d4c9e6b7c152140c25ebf998cd65bec9ce543e2
Liblast is an open-source multiplayer FPS game created with Godot 4 game engine and a completely open-source toolset.
Get the game here: https://libla.st
Want to help? Get in touch: https://chat.unfa.xyz/channel/liblast
We're always looking for contributors!