I’m going for a certain style, and I need to get the solid-shading in Blender to work in Unity. How would I go about achieving this?
I’m not sure what all lights go into solid shading, but there’s definitely one parented to the camera, pointing from above-left to lower-right, which is the most important. It’s easy to write a shader that does colored vertex lighting and nothing else. Videos 8-3 and 8-4 are most relevant.
374058–12938–$diffuse_and_specular_155.shader (296 Bytes)
I don’t understand how to edit shaders. I’m a beginner.
That’s why I linked you to the video tutorials and supplied an appropriate shader.
I can’t seem to find a way to edit the shader, though. I tried making a new one, but I found no way of editing it.
I don’t understand what you’re trying to do. You drag this into your project, create a material based on it, and drag that material onto your mesh. Why does it need editing?
I didn’t see that it had a .shader extension. That, and my browser just opened it like a text file. I don’t know how to use it with a material.
It should. A shader is a text file. I option-click to download linked files; I don’t know what the Windows equivalent is (maybe Alt-click?) but you can download it using the right-click menu of course.
If I got it to work, then something is still wrong.
I wanted this:
But instead I have this:
Set the smoothing angle to 0. Keep in mind this is going to raise your vertex count substantially.
And what you’re talking about isn’t solid shading. That’s the first graphic. You’re talking about smoothing angle (aka “solid rendering” in Blender, hence the confusion), which is the second graphic. You don’t need my shader (which emulates the first graphic). You just need to learn to use the Edge Split modifier in Blender or Unity’s model importer.

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The Edge Split modifier worked. Thanks.