Is there a way to disable texture filtering (bilinear and so on), also wondering if it’s possible to enable flat shading on models instead of phong shading.
cheers!
Is there a way to disable texture filtering (bilinear and so on), also wondering if it’s possible to enable flat shading on models instead of phong shading.
cheers!
I “cheat” to get flat-shaded models: I set all the edges in my model to be “hard” in my modelling tool (Wings 3D). I’ve heard these are called “smoothing groups” in other tools.
Here’s an example:
http://nil.cjb.net/unity/kosmonaut.html
Now, as you see, in the example the terrain is still gouraud shaded. I am wondering how to make this terrain flat shaded as well. Any ideas?
edit:
I also figured out how to get unfiltered textures to work, it’s in the manual:
Just set your Filter Mode for a given texture to “Point”. For some reason the manual calls it “No Filtering”, but the editor calls it “Point”.
thank you! Point Mode works like a charm
need to try out Wings 3D though. Didn’t quite get it to work in Cinema 4D. But anyway, is that something shader related, as in, could I write a shader for flat shading (like phong, gouraud and so on) or is shading only for stuff like reflections, bumpmaps and so on?
I think you actually could write a shader, but the math is beyond me. You would want to use the same math that a gouraud shader does, but instead of setting the color of each vertex to its “shaded” color based on its vertex normal, you would want to color each entire face based off of its face normal. I’m pretty sure that’s the information I am telling the renderer when I set all my edges to “hard”.
In OGRE3D I could just set the material to “flat shading”, but there doesn’t seem to be an option like this in Unity3D materials.
I’m happy the Point filter is working for you, and I hope you find a way of getting flat shading to work. I really like lo-fi graphics (you can probably tell from my example app), so I’m excited that other people are going for a similar look.
In the import settings for your model, check the “calculate normals” box and turn the smoothing angle down to zero.