Hey guys, I have this shader I've been working with in Unity. I'm not a programmer, but it's been doing the trick. One thing I dislike about it is that it overrides the 'Colour over lifetime' modifier in unity, which I would really like back. I need the animated Uv stuff this has on it though. I'd rather plug in b/w…
I did it like so(this is for one light only, but not hard to change for more): float4 Blinn( pixelIn input ) : COLOR { input.lightDir = normalize( input.lightDir ); input.viewDir = normalize( input.viewDir ); input.normal = normalize( input.normal ); float dotNormalLightDir = dot ( input.lightDir, input.normal ); float…
1. Put this to new unity's javascript file and name it "SimpleBullet" (it is directly from AngryBots example project) 2. Add it to your bullet prefab #pragma strictvar speed : float = 10;var lifeTime : float = 0.5;var dist : float = 10000;private var spawnTime : float = 0.0;private var tr : Transform;function OnEnable ()…
So I was working on a normal map base for a texture this morning, and I want to get an AO map out of it - but I have no idea if its possible with floating geometry (see below!). So whats the best way to deal with this? or is something simple :P Thanks for any help!
Another Modo question for you experts. I'm baking some AO using floating geometry and I can't figure out how to keep the floaters from casting shadows in the bake. Is there a "casts shadows" toggle somewhere like in Maya or will I just have to paint them out?
A. In max, FFD is probably what you want B. If the text is popping out, its easy to get a seamless look with floating geo. C. Worst case, float it, and then merge it all together when you've got the look you want.
I'm not getting any errors, but it won't return anything but the default. I plugged in your code and it seems to work. It might be because I didn't have decimal points in my float? Do I need the "f" after a float value?
'Floating geometry' generally uses less triangles but it will cause some overdraw at the point where the 'floating' geo sits over the mesh. It's a trade off between tri count and texture but I think it's mostly always better to use less triangles.
Is floating geometry acceptable on low-poly models these days? I've heard it does happen in games these days, the only problem might be with how the engine does the lighting; I heard that can produce weird artifacts? By floating geometry I mean if you stick join two meshes together, but instead of cutting one into the…