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Showing results for tags 'shaders'.
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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,
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.
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