does it have glow? not like environment as it is important yes but its not what i’m concerned about.
what im concerned about is object glow. Such as a hot chunk of metal in a dim room or maybe a button that glows. they have this in udk and its friken awesome. one of the reasons i use it actually. and if it does have it do i need pro to use it? cause if i do then i will stick with udk for most of my projects, as i love the material editor in it quite abit.
I’m sure you could do it with some shader work. If you figure out a solutions that works for both Free and Pro, let me know, that’d be cool.
Screenshots would be very helpful to understand what you are asking.
for the most part glow is done with unity pro and you can use unity’s built in shaders for the glow but its possible to make something glow without pro but it want look as good as the full screen glow with pro.
Do you mean glow as in a bloom post effect, or glow as in emit light onto nearby surfaces?
For the former, yes it contains bloom etc post filters.
For the later then there are two cases to consider. For static meshes, then yes you can use Beast Lightmapping to do this with the surface as an emitter. For animated objects it’s a little more complex, but it basically boils down to you adding real lights as children of the object in locations that help sell the effect, for a small object that’s no problem, for a larger complete shaped object then it’s more difficult.
There are two other solutions to the animated emision that can work for compelx obejcts, but are slower, first is the very very slow realtime GI, this is down to the shader you create, I would assume it’s possible to create such a shader in unity with a great deal of work. The second is to create a single object buffer version of screen space ambient occlusion, and remap that to the color of the object then use that additively, or even as a projected lightmap, but it’s a lot of trouble to go to for realtime emissive surfaces, and it tends to show the flaws in the screen space AO more than actual screen space AO does.
I mean glow as in Emissive propertys. I have an object it has no lighting and no sprite that faces the camera with blurred immage attached but the object its self emits a glow of its own. not bloom. but Glow.
this is what i mean by glow.
lol I run in to this problem a lot on these forums. ^^ but this should clear things up.
You can probably just make a shader to make an object glow with a specific color if that’s what you’re looking for. For example, texture the X-Box 360 green, and then add a green-glow-like-shader.
well see what im thinking is like neon signs and stuff.
street lamps stuff like that. glowing hot metal. i really like glowy things but i dont want to buy pro to have to do it. glow adds life and realisum to things that would normaly be well flat.
Glow is generally a post-process image effect that does require Unity Pro.
But if for static objects in an environment lightmaps do a good job at this in certain situations. And before image effects were feasible games “faked it” with halos, particles, additive shaders, etc…
I could also see a shell extrusion fur shader be heavily tweaked into a good radiating glow effect.
Yah, i know about faking it but some of the meshes that i have glow for or want its kinda hard to fake it that way. the fur shader sounds something more interesting tho. the biggest problem is im not really hip on making shaders my self as i don’t understand it. the only reason i am any good at it in udk is that its a node based platform.
all the node editor can do can also be represented through “template blocks” that you put in and where you do the connections (variable assignements) manually.
thats nothing else than node editors actually, its just commonly forgotten
ah i know but the thing is i like it better cause i can see what im doing. i can tweak it how i want with out having to do so much. the problem is tho it doesnt help me whith doing things the old fashion way. for such things as unity.