Does anyone know of a shader for Unity that can do this, or where to get one? I need it to emulate the effect Razor has from DOTA2. I've seen someone ask here before but didn't seem to get that far. I guess the shader would need two diffuse inputs, with the ability to apply a mask to one and the animated uv's effect just…
Hello, If you have done some awesome models that just lay around your hard drive it would be awesome if you can share them with me so I can use them for testing shaders I do for Untiy. I will use some as preview images in the Unity Asset Store. You will get the shaders in exchange of course. It will also be fine if you do…
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Honestly, I don't think the rendering/shading is any different from trying to do photorealistic renders. They're just thrown on stylized characters/props. The skin and eyes could be any SSS shader. The hair in both pictures have anisotropic highlights. The clothes, bucket, and ground are using any PBR dielectric material…
Hello everyone, I modeled this car and I in the shading and texturing phase, but I want to make a transparent shader, or glass material on the car's glass, anyone knows how to make this??
ah I thought that smoothing groups and phong tags were similar things but youre saying one is using vertex normals to control shading which is exported and one is using a shader setting which is not exported?
my objects in blender are transparent in solid shading mode after I switch back from wireframe shading.. but if I never used wireframe shading the objects are solid as they should be when in solid shading mode.. bug? what is going on? Also when I am in the modeling tab solid shading is fine (not transparent)
Why would you set the shaders in Maya ? Rendering ? Real-time preview ? this is for UDK http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 and xoliul has a half lambert shader too http://xoliulshader.com/features This is for real time display, but i guess it could be done for rendering aswell.
You can make a cool gradient slider like the one they made in this post by using curves https://youtu.be/tNNrTRHH3mY The post: https://technology.riotgames.com/news/valorant-shaders-and-gameplay-clarity
I cant figure this out. I went back and in fact made the front doors of the cabinet into separate smoothing groups for each plane and then separated the UV's as I thought for some reason that was causing the problem. (Well that was a waste of an hour). It ended up with the same results you see. I used Xnormals shader as an…