Hi. I try to reproduce the looks of the following image. I am fairly unfamiliar with cg. You think that similar results can be achieved with one of the existing shaders ? I wish to reproduce the way the light embraces the objects, highlighting the details.
I found this tutorial http://www.3dtotal.com/team/Tutorials/blood_cells/blood_cells_02.php
where the results are exactly what I try to achieve but I am puzzled on how to create a material in Unity 3 that assembles the one in the tutorial (3dsmax). There are things like diffusion maps, fluorescence maps etc that I cannot map/recreate on a Unity shader. Of course, since my knowledge on those matters is limited, perhaps I just don’t see the answer. Any suggestions are appreciated.
What you want is a fresnel or incidence angle shader. The concept is simple, the color is the result of the dot product of the surface normal and normalized eye vector mapped to a function or gradient of choice.
This gives you a shader which changes color depending on the angle of the surface to you the viewer.
It’s really exactly the same function as in the lambertian illumination model, only in there the diffuse component is calculated as that dot product with the light vector rather than eye vector and summed.
Thank you a lot for your suggestions.
Bigkahuna, the Shader replacement project was full with interesting ideas and techniques. I think the UVMapping shader will find a permanent place in all my main camera objects from now on.
Meh11, I went for the Xray shader, the first results are good.
Per, after a lot of reading I think I roughly understand what you suggest. I certainly have to read a lot more to fully understand it, yet more to implement it. It is much easier though once you mentioned the terminology and the basic concepts.
Thanks again for your suggestions. If I manage to make something that looks acceptable, I’ll post it here.