Hi there!
As the title of this post suggest, me and my team would like to do some serious stuff with Unity, but we are stuck in what we think is a serious bottleneck of the engine, graphical expression of artist’s work…
We developed several demos with another engine, several of them really powerful especially from the shader point of view, which we access through a “Material editor”.
As you can see we can easily and rapidly work on the objects and create cutting edge effects…
Working with Unity is really great, but we are continuously stuck in this point: shaders.
A starting point would be having the possibility of importing hlsl shaders (but we understand that Unity is not capable at the moment to express all the power that can come from such a kind of shaders due to rendering limitations such as DX9, SM3, 2UV sets and so on).
However, the really best thing will be (maybe for the 2.7 release) an integrated material editor capable of allowing artists to work with things like: diffuse texture, specular texture, lightmap texture, detail map on diffuse, normal map, normal map on detail map, specular power and glossnes power, 2 sided flag, transparent option, cube map texture slot for reflections, refraction flag (for transparent shader)…
We understand that there is a really hard task and a big “request”, but just carefully think about the potentiallity of this. Cutting edge technology with cutting edge graphics, together in Unity. This would be what every game developer needs.