Toony Colors Pro 2 is a collection of stylized shaders and tools. 首先是surf函数: void surf (Input IN, inout SurfaceOutputCustom o ) įixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH 0.5, RAMP_THRESHOLD + RAMP_SMOOTH0.5, NDL) ![]() Enables 2-way texture blending based on the meshs vertex color alpha). Just wanted to give kudos to the asset and confirm that all SG2 examples build for URP in 2021.3.分析目标:Toony Colors Pro 2/Examples/Cat Demo/Unit圜han/Style 1 Utility to generate custom Toony Colors Pro 2 shaders with specific features. Still really nice once material properties are added back. If the printer does not automatically print the other side, continue with these steps to manually. The only shader that doesn't look exactly the same between pipelines is the hologram shader - which can look pretty close but URP lacks the 'depth prepass'. If a Printing Shortcut tab is available, click it, select the Two-sided (Duplex) Printing shortcut, and then select a page flip option from the Print on Both Sides Manually or Two-sided (Duplex) Printing menu. It seems only the SG2 demo shaders have this material properties clearing thing - easy to put them back but causes confusion when you don't know why the shader won't build for URP. The normal map UV variable setting is often the only location where the wrong variable is set.Ī few of the SG2 demo shaders have material properties that get cleared when you switch to the URP template - just create a new project using standard pipeline to view how the material properties are supposed to be to replace them for URP. Quick comment related to URP to hopefully save some users from getting confused - Shader Generator 2 works brilliantly for URP in 2021.3 and it's possible to build all of the SG2 and material layer example shaders with the URP template - there's just a couple gotchas.Ĭlick on the shader inspector cog on any of the generated materials and change the template to the URP one, then you must change some property references from _MainTex_ST (the standard shader variable) to _BaseMap_ST (urp variable - selecting from the dropdown menu). Want autumn leaves, snow, or even wet effects during rain? It works great and runs great too, all in one material. I have some hand made terrain and other objects that I can now dynamically adjust the visuals on through the different material layers I set up. Anti-spy Screen iPhone 13 Pro max case Anti-Peeping with Lock Magnetic adsorption Double-Sided Tempered Glass Aluminum Alloy Bumper Lens Protector (iPhone13promax, Light Blue) 3.4 out of 5 stars 75 21.90 21. It works through code too, so you could allow players to change it themselves if you wanted. ![]() That's it, now you can customize the color and lighting properties for the shoe laces to make them totally unique to anything else on the model. Works great with randomly generated stuff!ĭo you really want customizable shoe laces, for example? All you have to do is make a source texture that shows where the shoe laces are on the UV map, then make a new layer for it. If you want to add dirt, make up, frost, etc. Anything you can cram into that material will allow totally unique settings. A character with a single material that has infinite skin color options, clothing colors, pattern options, glow effects, hair gradients, etc. The material layers feature trivializes features that were previously impossible for the average person to make. ![]() Don't sleep on material layers! This feature can add some really complicated effects to your projects that I rarely see in games, such as wet effects during rain, snow accumulation, totally customizable characters, etc.
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