Hi everyone, I'm trying to find a nice workflow to create levels for my unity project I would love to create the level (one of several) in max and export it as one object into unity with one big texture atlas for each level. Now I'm wondering how I can manage the tiling textures Without any further knowledge I would build…
the level will be quite small and so I'm not benefiting form the dynamic poly reduction of unity terrains btw.. I'm waiting for your shader fusion thing.. desperately :)
Could probably do it pretty messily with a shader? Set it up so that any UV coord over each increment of [UV space divided by number of tiles] gets reset to [0 + remainder]. Then add a default row/column value to pick a certain area of the texture atlas to repeat. I think your best option is probably going to be building…
Also with unity3's new renderer non-shadow casting per pixel lights are very cheap, vertex lights are probably going to be useless unless your working with a very low end target.
Yeah you could do some shader trick, but in most cases it would probably be more expensive then using multiple materials. Depending on the level size using pre-uved tiles might work, but would lead to way more triangles then are needed (although that could be a good thing if you are using 100% vertex lighting). Are the…
hi talon, yes I guess it's not worth the effort even if it is not clear it would make things better. Was just wondering if there is a fast trick I never heard about to give the idea a try. cheers!