Im a complete noob to unity... but hey if you ever get the urge to change your criteria... maybe writing user friendly docs for example... let me know :) Kris.hammes@googlemail.com
Hi, First off, PNGs do fully support alpha. The problem is how photoshop opens PNGs, it opens the alpha as "baked in" as apposed to a proper alpha channel like a TGA. We use PNGs for example content to keep the package size down. Secondly, the alpha in the specular map channel is the gloss map. Darker values = rougher or…
Say for example, I have a ship with multiple decks. The entire ship is destructible, wooden planks etc. Skyshops IBL shaders wouldn't work well with something like this? With this scenario, the skybox can't affect the interior of the ship only the exterior. Being a destructible ship, it being dynamic, renders skyshop IBL…
Hi! Probably you already know this, but the technique in here work great: http://the-witness.net/news/2012/02/seamless-cube-map-filtering/ . I am using that method in my own GLSL shaders (outside of Unity, for a renderer I am doing in OpenGL 3.0) and it works pretty well. Example: (high roughness = small mipmap. This must…
well i've spent the better part of the day working on this to no avail. i've got something that works, but only with an aditional alpha input in MarmosetSurf.cginc //DIFFUSE #if defined(MARMO_DIFFUSE_DIRECT) || defined(MARMO_DIFFUSE_IBL) half4 diff = tex2D( _MainTex, uv_diff); half4 diff2 = tex2D( _WrapAlpha, uv_diff);…
Hello I have started getting used to skyshop, thank you for this amazing tool!! I have one question regarding spec maps that were included in the example files for the grinder and the moped. The spec maps were both pngs that contained alpha that was baked in, not in alpha channel as pngs dont support alpha channels (I…
This is a complicated question but let me take a crack at it. It helps to think of the Skyshop Sky object as another dynamic light in your scene. Objects with lightmaps can still be lit by other lights in the scene; think muzzle flashes, vehicle headlights moving around, etc. All these other lights are added on top of…