MagicaVoxel models... and Shader Graph

Hello, love Shader Graph … but struggling to get it to work with .obj voxel models exported from MagicaVoxel. For example: smooth changes to alpha or emission are not working, it’s more like 1 (object visible) and 0 (object invisible) there’s nothing much in between.

Does anyone has experienced this as well, and a solution/workaround?

Thanks
Jan

Hi,
if it’s just an .obj format model, you need to make sure that the data used for the “smooth changes” (blending) is imported to Unity correct. In case of MagicaVoxel I don’t know what it exports and what kind of approach it uses to mix different materials. But you probably find the information in it’s documentation/forums. Then, when the data is correctly imported to Unity, figure out how you can render it. You will most likely need a custom shader which would blend together your “materials” using vertex color or some texture as a mask. You really can’t blend together different actual materials. You need to do that using a shader/material that just simulates blending a few different materials together…

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