Anyone have any idea as to what kind of shader Wollay had used for the terrain in Cubeworld?
I really like the warm, “shiny” feel it has, but the Unity specular shaders don’t quite give the same effect.
Anyone have any idea as to what kind of shader Wollay had used for the terrain in Cubeworld?
I really like the warm, “shiny” feel it has, but the Unity specular shaders don’t quite give the same effect.
It looks like a standard diffuse shader (Simple color, or texture atlas with different colors, for performance), but with a lightmap (Global illumination + Ambient Occlusion). Lightmaps can do a major difference to the final look. I don’t see any specular effect, but it may be there in some fuzzy form, only noticable when moving around.