For a long time whenever I wanted to use blended box mapping or blended projection, I've always fallen back on Neil Blevins' Soulburn Scripts. But lately I was researching ways to do this in a shader alone. The following video demonstrates a setup for this to work with native Max functions without using any UV modifiers. I…
So I was attempting to add specular and normal maps to the materials on an existing piece of terrain already made and I turned it into a rainbow fantasy mess. When I check for errors it says TERRAIN MATERIAL: Missing Shader Map & TERRAIN MATERIAL: Total Texture count 17...yada yada Just wondering if there is a way to get…
Neox - Blender may work like that in near future. This is the matter few months. Once TDs prepare one specific material we will be able to assign it to all the objects and bake them with same settings. This may apply to standard bake when you load hipoly with texture and bake it onto lowpoly. I'm the guy behind proposal…
I haven't updated much this week, simply because I've only been sculpting rocks and finetuning my shader. Alright so iterating on the feedback given I have fixed my broken moss. It's still broken but, with more forward functionality. The moss can be painted on and off which is super nice. It needs some tweaking to its…
Agreed with Flat Face. Definitely think about the context that you envision for this asset. Think about how much screen space it will take up and how the player will interact with it. e.g. will it take up the whole screen and will the player get to visually analyse it for as long as they want? or will it be a small prop…
To my ultimate dismay Unitys standard shader only has secondary detail channels for normal and albedo maps. I was hoping to make use of a tiling metallic/smoothness mapped to a secondary uv channel. I was going to try and tinker around in shaderforge to create something with this feature but to compound my troubles SF 1.32…
Instead of using a standard truncated cone/tapered cylinder/frustum, I've been rotating the top Ngon a bit, because I feel it looks a bit better. I was wondering what the community thought of this. I realize this isn't the most interesting of shapes, nor does this show massive visual differences. But I feel that this…
Our company is looking for a Unity shader artist capable of making auras of fantasy tropes (such as holy light, fire, shadow, etc.) that would be worn by video conferencing role-playing gamers. We will initially only be commissioning a few auras, but this gig could easily scale into full-time work in the near future. As we…
Hi! I've been following the custom shaders intro tutorial (https://vimeo.com/230487171). Basically what I'm going for is to use a tint texture instead of a uniform tint color. It seems quite straight forward with the albedo, but I can't figure out how to go about it in case of the transparency tint. The tutorial mentions…
@Lev_314 thank you! @Melomad I haaaave, yes. Horns will have a fair amount of variety; slightly different curvatures, broken variants. Ears probably won't be modular, but will have sliders for size and angle. A minor gripe I have with some games is too much variety, to the point where it breaks laws of nature, and thus…