
I realized my Normal Map is faceted with my Ultra Shader, making annoying anomolies. I also would like to make my shader flexible with Blinn, Lambert, Phong, Anisotropic and SSS with all of those. I also want to streamline it - make it lighter, and only load those modules when needed. You can also specify which passes you want to have loaded in the shader. I also want to make it Scene Material mode compatible.... lots of work, but getting there.
Things left to do:
UV map
Internal Geometry for Transparency and SSS testing
Flatten or simplify some geometry
Create my logo on the shaderball





