[Infinity Series] LAUNCED! PBR Tools including converting legacy to PBR

LAUNCHED!
Asset Store Link
Asset Store Forum Thread

PBR Converter
This will allow you to convert any of your legacy textures to PBR textures. The big benefit is that it works with multiple texture types at once. Many of the Asset Store models you already have and love include texture atlases with multiple materials types, like Leather, Stone, Wood & Metal. With this tool, you’ll be able to use image maps to separate the types and assign metallic/roughness values to each. It does require you to create a Color ID map in Photoshop or another image editing program, but once you do that, you’ll be able to use sliders and check boxes to set up the Metallic and Roughness values. The script will also create AO & Height maps from the normal map!

Texture Changer
Selectively modify or completely change out up to 16 parts of a texture with brand new materials! Works with PBR and Non-PBR legacy materials. This is an insanely powerful tool for increasing the use of your already-owned models. This is a LOT more powerful than you may realize.

Combine Metallic Roughness
If you happen to have a metallic map and a roughness map, and want to use it in the Standard Shader, you can’t! This is because Unity (smartly so), expects the roughness values to be in the alpha channel of the metallic map. This tool has an input for the two maps and will export a properly inverted (Unity also expects the roughness map to be inverted – we’ll do that for you!) “Metallic Roughness” map which can be used in the Standard Shader.

Combine Albedo Opacity
Similar to the Metallic/Roughness, Unity expects the opacity map to the in the alpha channel of the albedo (aka diffuse aka base color) map. This tool will help combine two input maps into one “Albedo Opacity” map that you can use in the Standard Shader. (Just select “fade” or “transparent” at the top of the Shader options). With this, you could even add holes in floors for many of the models you already own!

RUNTIME: Color Blender
This is a runtime optimized feature. It allows you to blend a color with your material via code. There are four blend types to choose from (Copy, Multiply, Overlay & Additive). Via code you can change the blend type, the blend amount & the blend color. Perhaps the closer your player gets to this object, the brighter the blend color? There are many ways to use this.

RUNTIME: Color Modifier
This is a runtime optimized feature. Similar to the Color Blender, this allows you to change the Hue, Saturation, Lightness & Contrast of your albedo texture at run time. With it you could fade between saturated and desaturated, change the hue, or do many other things, all via code while the game is running.

There are more things I could add, if you have any idea of things you may like to have! Let me know! Let me know if these would be useful to you as well!

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Sounds really interesting :–)
Can you post some before, afterwards previews… ^^
Sounds like an normal map generator for PBR´s…!!! xD

It generates AO / Height / Metallic / Roughness (Unity uses Metal/Rough in the same “Metal” map), and you need to provide the Diffuse & Normal. (It works w/o a normal map, but it won’t generate one for you).

There’s the one more step, though: A “ColorID” map that separates the different material types in your maps, so that the woods and leathers and metals etc can all have different metal & roughness values. That’s a manual thing you’ll have to do in photoshop or another image editing app.

I’ll get some better previews soon – a video probably, showing the process. It’s not the #1 priority at the moment.

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New video posted showing the Runtime Color Blender tool!

This tool, designed to be used during gameplay, allows you to blend color into your texture using Copy, Additive, Overlay & Multiply methods. Also allows the use of a greyscale mask to specify which parts of the texture should be modified. Code the effect to add more options during gameplay.

New video posted showing the Runtime Color Modifier tool!

This tool is designed to allow changes to the Hue, Saturation, Lightness & Color of a texture during game play. It also allows for a greyscale mask so only part of the texture receives the changes. (Even the mask can be replaced at runtime!)

Sample PBR Conversion image. Please note that Ethans hair & eyes have not been converted.

Here’s the video for the above screenshot. We go through making PBR the suit & skin, using Color IDs I make in photoshop and our PBR Converter tool.

All the files from the video demo will be included in the package.

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I decided to pull the review to add a KILLER new tool called “TEXTURE CHANGER”.

Seriously cool – this tool works with PBR and Non-PBR materials, and lets you selectively change the actual texture itself. If you have any other texture, perhaps one of the PBR textures you can create using our Base Material Generators from the Weapons & Armor PBR Pack #1, you can switch out whatever texture your material uses with the new ones!

You can also adjust the Hue, Saturation, Lightness & Contrast of your material, and even adjust the roughness value and add an overlay color.

In the example below, we took the PBR Converted version of Ethan and changed his suit to a Silver metal. For the various parts, we adjusted the roughness so it wasn’t as shiny as actual silver and added overlay colors. We didn’t change the texture on the skin or hair, but adjusted the colors to change the character completely.

Find it when PBR Tools is launched!

I’m sitting here and still waiting for this. Definitely going to throw my money at you. :slight_smile:

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I’m waiting too! I took the package out of the queue to add the Texture Changer, and I think that means it go sent to the back of the line :frowning:

Looks like it’s live now!