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Found 27 results

  1. HI I've created black hole material and want to share for you : https://www.artstation.com/artwork/mqE9r8
  2. Hi, Being new to Unity development world, I'm trying to figure out more details about how shaders work. I'll give a concrete example of what I don't understand. This is a picture of a car inside a game and the shader used to render textures: let's say for example I've got a new nice looking Quad made inside 3Ds Max or any 3D Modeling software: First of all, when I drag this beautiful Quad to the game, with standard shader, it looks weird and not the same as in the 3D Modeling Software: When I change the shader to 'PlayerShader' [The same as the original violet model], I get this ugly result too : So, I have basically the following questions: 1- All those behaviors are due to shaders? why don't we get the same rendering result as in the 3D Software? 2- What should I do if I want to make the new Model looks as stunning and nice as the original violet model? Thanks in advance for reading this, Regards,
  3. Hi all, I managed to create a special shader which gives the illusion of more vertices and depth. It is better than the standard unity's parallax mapping and provides more depth, although at large depth values it can have some issue. It is more efficient than parallax occlusion mapping and steep parallax mapping, and it only requires a additional texture. Here's a short video showcasing what I have just obtained, hope u like it and be ready for a new update
  4. Getting repeated error with a shader script Shader error in 'Hidden/Final Interpolation': Can't find include file Shared.cginc (on opengl) Its looking for a cginc file which it can't find, but the cginc file DOES exist in the same folder! So my revised question is Why can't my Shader find Shared.cginc when it exists in the same folder?
  5. FIRULAINS

    Opacity

    Is there any shader or way to change the opacity of a material of a GameObject?
  6. good, I am looking for a simple or complex system for the sniper sights, compatible with unity 5, someone help me?
  7. Hey guys I'm having a problem here. I'm basically following this tutorial; https://www.youtube.com/watch?v=lFk8TGF3FXE I have done the exact same way as him but it doesn't work (EDIT; Object in Object 1 is there.. and still don't work).
  8. I spend my whole day programming and experimenting my shaders. I actually want to make a PBR shader but yet I am not successful in programming it. Do any know how to program a PBR shader. I had made a IBL shader which can be found here : https://www.youtube.com/watch?v=Q4iI05R0eUA
  9. 4Echo

    4Echo

    Want to hear an introduction eh? Too bad I'm telling you anyway. I'm 4Echo, a game-artist with 5 years experience within the modding community specializing in texturing but can also do animating, modelling and sound design. I offer fair rates and wont do free work. I'm currently working at Xenova Games developing the game Squad force as the lead texture artist. Previous work I've done? If you are a visitor of Gamebanana or maybe Eat3d you've probably seen my work before. But for you other people there's some pictures below. Tigg's SA80 (wip) http://imgur.com/a/VVQAH My own knife (never finished) http://imgur.com/4q97055 RedRogueXII's Spectre M4 + ingame screenshots from Counter Strike Source (weapon mod WIP, gloves also made by me) http://imgur.com/a/ORWCv IVmyLife's Benelli M4 (Squad Force) http://imgur.com/jziwCJy Knechrupert's EE-3 Carbine (Boba Fett's rifle from Star Wars) http://imgur.com/ehAG7n4 ImBrokeRU's Ru556 http://files.gamebanana.com/img/ss/wips/537b23493fe80.jpg mr.Rifleman's Ak74 animation (WIP) https://www.youtube.com/watch?v=E8M2yFbsUM4 Edit: Added my Ru556 texture render Some more information about me: Name: Alexander Jansson Age: 17 Occupation: Full-time student at NTI secondary upper school with the major 'Information and mediaknowledge', freelancing at Xenova games as the Lead texture artist working on Squad Force. Responsibilites: Admin at I3d, running and directing my own game modding studio called Darkside on Gamebanana working on mods for several source engine games. Past work experiences: I had a short internship (two weeks, in sweden we call it PRAO) at Overkill studios. Texture art-style: When it comes to my art-style within texturing I mainly focus on esthetics, taking into account what the players should feel like when using the weapons when I add small details. I work with both photo-sourced and brushed textures with minimal use of plugins like dDo. Having created textures for over 5 years have given me a lot of experience especially in the normal shading work-flow (Diffuse, Normal, Specular and Gloss) though I have experience within Physically based rendering aswell as the classic "painted lighting" art style. Animation art-style Animation on the other hand would be a more stylistic approach that the usual "realistic ones", I have experience with rigs with IK and Biped setups; I prefer biped. Sound art-style With my sounds I focus on a cinematic experience than the generic realistic ones, I prefer cinematic sounds though I can also make "realistic" sounds if the client wants them. Other info I offer fair rates and focus on quality before quantity, if I'm not satisfied with my work I'll re-do it untill I'm 100% satisfied with it. I expect payment in the "pay per hour" style but can also be satisfied with "pay per work done". Prices differ between textures, animations and sounds after this formula and are all depending on the size of the workload. I always log my worktime Formula for textures 1-5 hours 20$ 5-12 hours 30$ After 12 hours the price increases by 5$ every 1,5 hours Formula for animations 1-10 hours 15$ after 10 hours +2,5$ Formula for sounds Paid per work done, 2,5$ for each sound set All prices can be discussed over email or skype. Contact info: Email: 4EchoGB@gmail.com Skype: Ask in a PM //Cheers, 4Echo
  10. Gaze

    Shader Model 5

    Hey guys, So i have this weird "error" since the beginning of me having unity. Every time i add a DX11 supported script, for example noise and grain (image effect) to my camera, and tick the "use DX11 mode", it says i need shader model 5. BUT i don't have it? whilst i DO have dx11. so if anyone has experienced this before, or knows a solution; Help would be much appreciated. thanks. *note* i only have model 2, 3 and no emulation.
  11. Hi, has anyone tried fading mesh without transparent material? I have many meshes i'd like to fade once, it would be a weird solution to redo all material just for this small effect. Has anyone tried anything similar? Thanks
  12. PREZRAK

    Pixels...

    How to control the color of the pixel of the display? PS: It is advisable to explain everything that happens on the code to display.
  13. This Is A Work In Progress v0.01 v0.01 Video Link: https://www.youtube.com/watch?v=cbYsAWqUYo0
  14. Hi, Is it possible to cut/put a hole through the centre of a filter effect applied to the camera so I can see through? I purchased the Camera Filter Pack from the asset and I'm using one of the filter effects on the camera and would like to put a hole through it faded at the edges if possible, as I have no clue about writing/editing shaders any help, advice would be appreciated, thanks.
  15. Hey guys, so i was kinda bothered the other day that unity's default shaders don't support specular maps, so i had this BumpedColoredSpecular shader, that supports just that but now i wanted to make a bullet hole prefab, but that needs transparency, so here's my first ever created shader, including the textures created by me (i didn't change much in the code, but i thought it might be useful for someone!) Shader Download: https://www.mediafire.com/?2ha8serp331se17 (just import into unity) Shader Code: Bullet Hole Textures: (the textures are very default placeholder textures) Diffuse Normal Specular i really hope you like it! PREVIEW: NOTE!: The shader doesn't support shadows yet, currently it just shows the shadow of the mesh, if i have (or someone else has) fixed it, i will update the topic.
  16. Bumped map + Specular map + Detail map Lightmap + this shader just this shader and standart shader Shader code Thank you for your attention. Спасибо за внимание.
  17. Hello, I have a constant warning to compile when I use the shader "Nature / Soft Occlusion Leaves Trees". It is a shader I use for vegetation of my game, but when compiling for android I miss the warning that you may have problems with some adreno drivers. Alert: "Shader is using clip instructions (usually Caused by alpha test), It Might cause problems on some qualcomm / adreno drivers" Does anyone know of a shader to do the same effect as this and not have this problem? Thanks in advance.
  18. Here's some stuff for you Asset store: http://www.assetstore.unity3d.com/#/content/14758 Unity forum: http://forum.unity3d.com/threads/226514-Car-paint-pack Web demo: http://hotrod.freeiz.com/shadertest/build.html
  19. I was browsing unity forums and found this. Not by me. http://forum.unity3d.com/threads/235027-Lux-%96-an-open-source-physically-based-shading-framework Looks amazing btw.
  20. Hey there! I have started a new Indie FPS Multiplayer game called Societatem. Updates can be found on my channel at: https://www.youtube.com/user/RedCrusaderGames All game devs who want to join are welcome xD - RedCrusaderGames
  21. hey..everybody . i am working on lighting skills in unity and i have reached this ..i have Nvidia Gforce 8400 gs DX 10 GPU SPECIAL THANKS Willy for shader car paint shader please tell me if i have made some mistakes..i tried to get that specular but i couldn't also how did willy made the floor reflective..like glass..i tried reflective and specular shaders but didn't work LIGHTMAPPED UNLIGHTMAPPED
  22. UNITY3D NOOB TO PRO SERIES COLLECTION So I'm starting this new forum "series" to allow the community to answer some of the most frequently asked questions and (some of my own) in the most simple terms; for comprehensiveness sake. SHORTCUTS: What is a Shader? Best Answer What is a Prefab? Best Answer What is RayCast? Best Answer What is a RigidBody? Best Answer What is a GameObject? Best Answer What is an .FBX file & How is it different to other formats? Best Answer What is Lightmapping & How do you apply it? Best Answer What is NavMesh? Best Answer What is Occlusion Culling? Best Answer What is a Light Probe? Best Answer How do you create & implement a script, so that, when you collect a gameobject a message appears? ANSWER NOW! RULES: 1) Please, do NOT use this post for general discussion, provide quick, clear and in-depth answers. 2) Please, do NOT answer by telling us to look at the manual or watch a video. Each thread is supposed to answer their question and fill that gap in their knowledge and not to be insulted by their fellow community. 3) To win; you must provide a fully featured, helpful answer. 4) Good Luck & Have Fun! PRIZE: The winner shall get +1 rep and their answer shall be chosen as best answer. So today's NOOB to PRO question is: Today's question has closed. See who won and come back in a few minutes for the new question! ----- Meanwhile, give our thread a +1 if you enjoy it! -----
  23. Recreated this shader completely from scratch, and I personally think its much much better now! This was coded from scratch (no Strumpy Shader Editor this time) I may post some more shaders soon as I learn more
  24. Are you having problems with back face rendering? Models Going see through with no idea why? Well have i got a fix for you! Shader "Backfaced Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 300 Cull Off CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Diffuse" } This is the default Unity Bumped Diffuse Shader with one modification. "Cull Off". I was struggling to find a fix after importing CSS skins that where "Beautiful" but had rendering issues... This shader fixes the problem and has the properties of normal bumped diffuse so Shadows/Lights actually affect the model.. I hope there are people that can benefit from this To Use: In Unity Editor Right Click > Create > Shader, Name it Backface Bumped Diffuse, Open the shader with monodevelop and paste the code above, Now change your materials that are having issues to "Backface Bumped Diffuse" and enjoy your model the way it is suppose to look Enjoy! @Blue Requested. Before, After:
  25. Shader tutorial http://docs.unity3d.com/Documentation/Components/SL-SurfaceShaderExamples.html
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