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Found 3 results

  1. 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,
  2. I have a working Vertex Fragment shader that allows 2 textures for the front and back of a mesh(Quad). The problem is that it doesn't react to lighting. I have another very simple Surface shader that reacts to diffuse lighting. So how do I combine the 2? In my Vertex Fragment shader I am using the VFACE semantic as an additional argument in my Fragment or Pixel shader function to check which side is currently facing the camera.
  3. Almgp

    Automapping pack

    introducing you set for automatic texturing a engine. the model does not need UV. Support lightmaps (light probs). for variability shader draws top grass \ sand and mixing at a distance, and generates detailed texture masks variability Enjoy! https://www.assetstore.unity3d.com/en/#!/content/33428
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