We found one through the Unity forums and another through a friend that's works on indie games. :) Though, I'd highly recommend finding someone through connections rather than randomly online.
Unity's Download page has an option to download their built-in shaders. They have both a GGX and BlinnPhong implimentation in there. The files you'll be interested in is called UnityStandardCore.cginc, UnityStandardBDRF.cginc and UnityPBSLighting.cginc in the CGIncludes folder. It's all HLSL.
With mikkT being the tangentspace in Substance, Unreal and Unity i would assume that the normalmaps should be identical? So issues in Substance should be the same in Engine, given the same geo has been used
This was contracted though? I think hes talking about turbosquid or the unity store. For a better idea check out http://www.turbosquid.com/Search/Index.cfm?keyword=wrench&x=0&y=0
A thread popped up in tech talk a few weeks back about some guy putting one together with Unity. You're very welcome to build one yourself if you're inclined :D
Beyond cool ! The original oddworld is one of my favorite games of all time. I would love to see a new school version in unity or UDK or something. Anyway, this is great, Good job on this :)
Might be gamma correction? In any case, once you start doing particles and so, I'd recommend an engine like UDK or Unity. My shader isn't really meant for this kind of thing.
I've also picked up some unity scripting in my free time. Worked on a small space prototype. http://odinone.pixelgraffiti.net/ Not sure How far i'll go with it, but it's been fun learning.
1. Pack what? All the textures? Just add the asset to the package, Unity will do the rest. 2. Just make a clean layout for that asset, no overlaps or stretching, and filling the 0-1 space.
I'm not using the metalness workflow (I'm using Lux, an open source PBR shader framework for Unity) So, anywhere that's less shiny should be lighter in the diffuse map then, and darker in the roughness map?