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…
Working on some shaders in Unity these days. Here's one. Same shader, just different bitmaps & vertex colors. Result, and the things that go into it. Red vertex color is for the foam, green for the water surface, blue for the muddy edges (black vc shows the rocks). Vertex alpha for alpha blending. Distortion texture is…
Nice looking studies in just over a year I've been following, lots of detail and texture variation, plus hands or for that matter feet are the most challenging IMO too draw.
Someone asked in email for a closer view of the river shader. This is slightly modified from the original, but essentially it's the same setup. This one mixes 3 textures (R,G,B) instead of four, removing the need for an alpha channel and improving the performance a little.
Thanks Joe! Here's a new gif to share. Pretty simple effect, but the fx artist was too busy so I jumped in. We avoid particles if possible, since emitters are pretty expensive. The texture's red channel is the flame pattern, green is the sparks, and blue is the distortion. Though I might also use the blue for smoke later.…
Eric Chadwick said: haha Eric I was the one who wrote you the email, and thanks a lot for complement the information with this. Actually this images are very very good examples. I took a look at your links but I still have a little doubt. I see you imported the unity terrain to 3ds max, optimized it and then re import it…
Someone asked which terrain tools I use. I start with a flat Unity Terrain, and just start sculpting with the built-in tools. https://docs.unity3d.com/Manual/terrain-UsingTerrains.html I use Terrain Painter, which has a lot of great painting and sculpting tools. I use it mostly for painting the splatmaps, since it has…
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…