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…
Added UVs for the paint, so I could so a powder coat. The seats have a quick leather texture, and the tires have a normal map for the tread instead of geo. USDz isn't right yet, the AO is bleeding into the glass. But here's a live demo, and you can check it out in AR too! https://api.rapidpipeline.com/viewer?id=cnRkol7wbe…
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…
Thanks guys! Nope not gradient mapping, a bit more manual than that. And I guess a bit cheaper to render/store. I just change the tint colors in each scene material (usually about 8 or ten materials), and store those in a palette array. The designer then specifies which palette they want to load when they instantiate the…