Yes, the framework is all right for basic need. But suppose I need volumetric light scattering happening from the magic wand of a wizard character then the default volumetric scattering implemented in the framework does not come into use. In such a case I want to know if I can apply the godrays frag shader that comes within the material editor's dropdown list.
I may also need to alter the color, intensity or noise of the emitted god ray and have shadows cast on the floor when a character walks beneath it ( without using a spot light source ).
Apart from this there are many shaders included in the material editor. The wiki video and pdf tutorial about materials cover diffuse bump map specular and parallax occlusion mapping. But they do not cover all the settings and combination for the rest of the shaders available
in the material editor. Do I get a table / chart that covers settings for each of the available shaders ? ( I am totally novice in shader programming )
As for point number 6, I meant to write - runtime terrain generation using heightmaps ( instead of light maps ).
For point number 1, "applying parallax occlusion mapping to terrain texture layer"s - can it be done if I import my terrain from other terrain making softawre into leadwerks ? Or applying surface detail shaders like detail mapping is not possible in Leadwerks 2.5 ?