This might not be such an issue in the long run due to GPUs overpowering the game a lot anyway. This would be a much different story if they were re-compiled from the source rather than specific optimizations for the Xbox 360. Very inefficient performance-wise as the translation from Xbox 360 GPU instructions to PC GPU instructions is expected to be.No Cubemap support until I recreate the math used for it.Shaders that don’t actually convert yet due to unsupported instructions.Inaccuracies in different shaders yet to be found or properly debugged.There’s still quite a few glaring issues at the moment though:
While I’m even busier than usual with exams and such, I decided to give the shader stuff another try and managed to fix a lot of the issues my converter had. The following is a summation of his progress so far: Since its release, the project team has been digging in further to figure out what can be ported, with Dario FF now looking to port Unleashed‘s shader information. The mod was very positively received, for both allowing players to relive the best content of Unleashed and for being the catalyst of Sonic Generations‘ modding tools/community today. It’s been nearly two years since the release of Unleashed Project, a full conversion mod of Sonic Generations PC which ported all main Day stages from Sonic Unleashed to the platform. Sonic Unleashed Shaders Ported to Sonic Generations (WIP)