The easiest way to explain an unlit shader is it takes a straight diffuse texture and doesn't give a crap about any lights in the scene, so that means you can't use anything like specular or normal maps which rely on those calculations to work. Same workflow as any other shader, but less work.
The easiest way to explain an unlit shader is it takes a straight diffuse texture and doesn't give a crap about any lights in the scene, so that means you can't use anything like specular or normal maps which rely on those calculations to work. Same workflow as any other shader, but less work.
well...less work changing values across multiple maps, more work managing the lighting information in a single map
to the OP, yes, you still unwrap the model and do a diffuse in photoshop. last I used unity it didn't actually have a plain old unlit diffuse shader as you'd expect but it's easy to find an example one online, it's only like five lines of shader code
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to the OP, yes, you still unwrap the model and do a diffuse in photoshop. last I used unity it didn't actually have a plain old unlit diffuse shader as you'd expect but it's easy to find an example one online, it's only like five lines of shader code
Have a good day guys!