Posting this here to not spam 999,999 peoples' emails. I know you're all working away nicely on your stuff, and you were interested in seeing some pictures using Marmoset IBL in Unity. Only complaints I have are the lack of interaction from realtime lights to the IBL components. I tried the "Hard Surface Shaders" and it…
New in Skyshop 1.04: none of the above-mentioned bull-crap! I just posted about a couple of new features people might otherwise miss in the new release on the Unity Forums Some copy-pasta: As you're playing around with 1.04, be sure to check out the included documentation and the hefty change-log at…
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…
this may be a stupid question, but how do you go about modifying these shaders? I'm wanting to have the diffuse color property of the bumped spec ibl shader to only be applied to an area as indicated by the diffuse alpha channel (the rest just solid white). I was able to do this before with the beta shaders, but everything…
How exactly would I set something like this up? Do I just create a cubemap inside the deck, and place that on every object's custom diffuse/spec cubemap input slots, on that deck level? The interior is separated from one layer of planks from the exterior. Does that mean I shouldn't use a cubemap on the actual ship because…
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);…
It looks like you're using an older version of skyshop that still has per material diffuse cube maps so i'd start by updating. Next you'l want to plug in your specular cube map since reflectivity and specularity are tied together, so without that you wont be getting the proper effect.
That is one sexy hairball. Regarding omni and directional lights: direct light compositing is strictly additive as you would expect, but IBL does tend to wash out shadows if you're not careful. It is intended to be used as the ambient lighting in your scene, and if the ambience is bright, the shadows won't be any darker.…
*Skyshop Update* 1.07 is available now! What can we say, this release has been a long-time coming! It is by far the most substantial Skyshop release to date. Building upon Skyshop's leading image quality in Unity, localized reflections and a good cubemap manager are paramount to achieving high scene fidelity within dynamic…
*Skyshop Update* 1.07 is available now! What can we say, this release has been a long-time coming! It is by far the most substantial Skyshop release to date. Building upon Skyshop's leading image quality in Unity, localized reflections and a good cubemap manager are paramount to achieving high scene fidelity within dynamic…