Another fun one, kind of a mix of blind-contour and stealing some glances at the page. One of the cool things about Rome is coming across all these little corner coat-of-arms sculptures in the historic center, with neat scrollwork and a Latin inscription, very traditional.
Working on cleaning up a CC0 car model, to make a showcase asset to demo glTF materials. A gazillion nodes to clean up, bad transforms, all kinds of fun things to fix. Anyhow, early materials test with the glTF thin film shader...
That's pretty smart. Love how mobile development poses it's own unique problems and solutions (well, "Love" might be a little much, haha). Way above, you built your own Fresnel. Is it really significantly cheaper than using SF's Fresnel node? Cheers for your interesting posts, as always!
Thanks for the replies. iOS can render it fine, it's only an issue because there's a lot else happening in the level (foliage, characters, fx, etc.). It's just a fairly expensive shader, comparatively. Channel packing keeps the texture fetch quick, but it still blends together four layers. I could put this off to the side…
No trouble with tiling. The distortion texture is a normal map that I made in Photoshop so it tiles already. Then I just scroll it across the UV's of the leaves mesh, so it endlessly moves along, distorting the UVs as it goes. I added a control in the shader for the vertex positions to be distorted by the same scrolling…
Someone asked in email how I blended the textures together on the terrains. The Shader Forge wiki was a good place for me to start. I keep going back for more tips as I make more shaders. http://acegikmo.com/shaderforge/wiki/index.php?title=Advanced_Texture_Splatting I also added a bunch of references on our wiki about…