![]() ![]() In the image, you can see how the space being renderer for the BufferCamera is projected as texture into the Plane (that is viewing the Main Camera) You also must assign an index for each word in the bitmap (e.g: A has index 0, B has index 1, and so on…). The previous image has a width and height equal to 512px, so every letter is into an area box of (512/3)**2. You could create your own bitmap font in software like photoshop. The steps for implement this approach are described below.īold fonts are keywords for search in google (e.g. Unity script change texture Material.SetTexture CREATE YOUR CUSTOM FONT BITMAP READER USING SHADERSĪlthough this approach could not be as easy as the last is truly generating a “dynamic texture” using a different render target in a secondary camera and drawing the generated render texture to a plane that is viewing the primary camera. This is relative easy and straightforward solution the idea is to create as many textures as needed and then use a script for assign/change those textures in your materials.įor further reading in this approach you could start browsing in google: Smaller value will show more fresnel effect, larger values will show less.You could find too many approaches for solve your texturing problem, below I’ll share to you two of my favorites solutions based on some prototypes I’ve been working this week. ‘Fresnel Power’ : Fresnel power affects how much of the color is shown. ‘Fresnel Color’ : Color of the fresnel. This will disable all fresnel processing code. ‘Enabled’ : Enables or disables the fresnel. Results in not all flakes being colored, but all flakes which are colored full ‘Flake Color’ ‘Flake Cutoff’ : Will only colorize flakes with a strength above the cutoff value. Results in nearly all flakes being colored, but with a different ‘Flake Color’ strength. ‘Flake Alpha Strength’ : Will colorize all flakes on the normal map, with this value as a multiplier. ‘Flake Alpha Strength’ and ‘Flake Cutoff’. There are two methods for processing that normal map. ‘Flake Color Mode’ : When no ‘Flake Color Map’ is specified, it is possible to show ‘Flake Color’ based on the ‘Flake Normal Map’. ‘Flake Pattern Scale’ : Scales the ‘Flake Color Map’. The alpha value affects how strong the ‘Flake Color’ is shown. ‘Flake Color’ : Color of the overlay layer. This will disable all flake color processing code. ![]() ![]() ‘Enabled’ : Enables or disables the colored flakes. ‘Flake Strength’ : Strength of the normals in the above normal map. This map can be generated with the included ‘Flake Generation’ tool. ‘Flake Normal Map’ : Flake normal map, for defining the per pixel lighting directions. This will disable all flake normal map processing code. ‘Enabled’ : Enables or disables the bumped flakes. Replaces sliders for the two above properties. ‘Overlay Specular-Smoothness Map’ : ‘Overlay Specular’ value in RGB channels, ‘Overlay Smoothness’ value in Alpha channel. ‘Overlay Smoothness’ : Smoothness or glossiness value of the overlay layer. ‘Overlay Specular’ : Specular value of the overlay layer. The alpha value affect which parts of the overlay show over the other layers. ‘Overlay Albedo’ : Color of the overlay layer. ![]() ‘Reflection Specular-Smoothness Map’ : ‘Reflection Specular’ value in RGB channels, ‘Reflection Smoothness’ value in Alpha channel. ‘Reflection Smoothness’ : Smoothness or glossiness value of the reflective coating. ‘Reflection Specular’ : Specular value of the reflective coating. ‘Emission Brightness’ : Strength of the above emissive value or map. ‘Emission Map’ : The unlit color of the object. ‘Occlusion Strength’ : Strength of the above occlusion map. ‘Occlusion Map’ : Certain areas like cavities should be less affected by indirect lighting, these can be specified with the occlusion map. ‘Normal Strength’ : Strength of the normals in the above normal map. ‘Normal Map’ : Regular normal map, for defining the per pixel lighting directions. ‘Base Metallic-Smoothness Map’ : ‘Base Metallic’ value in Red channel, ‘Base Smoothness’ value in Alpha channel. ‘Base Smoothness’ : Smoothness or glossiness value of the base paint. ‘Base Metallic’ : Metallic value of the base paint. For the transparent shaders, the alpha value affects the transparency of the whole layer. ‘Base Albedo’ : Color of the base paint. ![]()
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