Give two kinds of glow to an area of a model

Dear Unity community,

We are creating a game that has many 3d tiles in two different tracks, the left track (should have a blue glow) and the right track (should have a red glow).

Due to developing for iPhone, we want to keep the amount of poly / model / texture as low as possible.

Is there a way to create a 3d model, that has a glowy area to have a different color of glow on the other track, but is still thesame model + texture?

It is a bit similar like in most RTS games, where the color can be altered with a button click;

Does anyone have a clue of how to set this up and tackle the problem?

Thanks in advance

Fulko

You should post it the Shader section.
It should be easy for a shader programmer to write such behavior.

What you could ask is :

  • Main diffuse
  • Color Input (for your team color) (RGBA) (where alpha could be use to set the blend value with the main diffuse)
  • Secondary texture (black and white) to define colors area.

If you do not have alpha channel need for your 3D asset, you could replace the Secondary Texture by the Alpha channel of your Main diffuse.
Using TGA format is pretty easy to edit the alpha Channel from Photoshop/

You can do this with the Glow Effect on the asset store. It’ll take a base texture as well as a glow texture to specify the glow amount as well as the color.

This package also contains a mobile optimized version of the glow effect which uses the alpha channel to specify the amount of glow. The downside of this is that the glow will be the same color as your main texture which isn’t what you want.

Depending on how complex your scene is and what devices you are targeting, the non-mobile optimized version may still work. No matter where you get your glow effect from it is going to require Unity Pro as they all use full screen shaders.

1230906--51764--$glow.PNG

thank you both for ur reaction!

We will get into this asap, thanx for the pointers!