Hi!
As a character artist I was suggested to learn Unity3d as a game engine.
I searched, studied it but I can't really find a way to have a material with at least diffuse, alpha, specular and normal input.
I always used marmoset and I love the freedom to have all the maps I want on a model but here I guess Unity is really limited, or is it just me?
I saw somewhere that to have a complex material you need to write it yourself but I coudn't find any tutorial on "how to".
I tried using the "transparency/cutout bumped specular shader" but I can't use the cutout if some parts have the specular black because the cutout masks everything that's black.
Does anyone know a good tutorial about creating and mixing shaders in Unity3D? Or someone could explain to me how to create my own shaders based on the preexisting shaders?
Thanks!
Replies
The default shaders are unusable
..or use a different engine with fewer annoying hoops.
The legacy shaders were built mainly for performance - this particular use-case really highlighting the worst of the concept by having two different maps arbitrarily rolled into one to save on having an extra texture at build-time. That said, though, the new Standard Shader in 5 will be much, much better and more flexible for this kind of thing.
I'll take my time to try every suggestion you gave me.
Another question, is it important for a character artist to know how to write shaders from scratch in unity(or whatever game engine your studio is using)? Or it's a job for programmers or other professionals?
I wouldn't imagine it's common for any artist to need to know shader code for employment, although it's a very good skill to have - most engines will have artist friendly shader editors, ubershaders, or ways of importing node graphs or code from more visual, less code-based shader building programs.