As someone starting their introduction to game shaders via ShaderFX it's proving difficult to wrap my head around the possibilities the toolset they offer provides. I'll keep plugging at it but I'd have thought it was a pretty common thing to ask from a game shader - having team specific colorings on a texture sheet.
Hi everyone, I am trying to setup a character inside of unity 2018.3 (onwards) , is there anyone who has had any luck with setting up the Litsurface surface shader with the sss settings correctly? here is what my setup looks right now. (toad model is from substance painter samples) for the bent normal pass I used the…
Greetings, Bit Fry, an independent game studio on the seacoast of New Hampshire, is looking to hire a freelance, hard-core graphics coder to work on custom shaders and custom rendering tricks within our current next-generation (PS4 and XB1) game production. Remote work is absolutely OK and in any time zone. We're happy to…
Hi I`m looking to do some wall tiles in Unity and although I`m thinking of modeling them individual I was wondering if there was a more efficient solution. Having looked around for alternatives to unity`s parallax mapping ,which I havent found was convincing enough, i`ve not found anything else. A few steep parrallax…
I noticed something in the Standard shader that surprised me. The Metallic Map uses the R channel for metalness, A for gloss/smoothness, and G and B channels are ignored. But both Height and Occlusion both use the G channel only, and ignore RBA. Would it make sense to change one of those to B so that a map can be packed as…
I used face-weighted normals recently for a public sample asset. Might be informative for you: https://github.com/KhronosGroup/glTF-Sample-Assets/blob/451f96783f5a4b32895616f2f5f98e12d877be9f/Models/SunglassesKhronos/README.body.md#modeling-with-face-weighted-normals Left to right in the image above: * Simple geometry with…
This looks very nice indeed! The biggest thing I see is there's no motor on the rear end? It might also help to integrate it into a photographed scene, you could potentially use one of the free HDRIs from Polyhaven.com, and learn a bit about compositing. The HDRI would also function to give the materials some nice lighting…
The house and ground textures look great! As for the flowers, one way to simplify the scene is to "summarize" them to form connected blocks of blooms like you've done now, at least in parts, but since many of the inflorescences are tall and thin spikes, that doesn't work too well in this context. If you look at your…
may have been in the news before, but I wasnt aware the makers of "mentalray" are working on node-based graphical shader editor. I found out about it when looking at the fx composer 2.0 presentations where the program was mentioned. it exports to Cg,HLSL,GLSL for real-time and C++ for MentalRay useage more info here…
Hi! Can you share files (lowpoly and highpoly) of an element showing the issue? If the zipped archive is small, you can attach it directly to a post, else host externally. Some renders showing broken shading in other applications reminds me of wrong normal map handedness, although you write you checked the green channel.…