Render to UV space

Hello to everyone!

I am new here. As a 3D artist, I downloaded Unity one or two weeks ago to try it with the purpose to better present my ingame models.

I could use some other fast solutions out there, but I totally falled in love with the Unity GUI.

In the meanwhile I am also learning CGFX, and I found something which is really hard with my basic knowledge to understand how to do: bake the forward/deferred illumination to uv in real time.

From what I understood, I should:

  1. render the model in UV space trough a vertex shader, which is quite easy to do
  2. Bake this render to a texture
  3. Make some operations over this texture
  4. Reapply it in another pass.

So what I would like to know, is how to do the point 2 and 4 in unity.
About the 2nd point, I honestly wouldn’t know how to do it also with cgfx :slight_smile:

Excuse my newbie’s questions, but sometime it is really difficult finding a clue between different concepts.

THANK YOU!

What exactly do you want to achieve?

@BluEgo : Let me guess…you want to create a diffusion shader/Skin Shader?

Hahaha, wow it seems you discovered me immediatly :slight_smile:

well…then we have the same problem XD

Great!
Well, let’s hope someone will answer a solution for us :wink:

DerWoDaSo already did it, try this thread http://forum.unity3d.com/threads/28466-Skin-Shading

thank you !

EDIT:

That is really a beautiful shader, but there aren’t much info about it.
If I’ll find something I’ll post it here.
In the meanwhile, reading some docs, I would like to try replacement shaders, even if I am not sure this would be the ideal solution.

Just to understand, how do you do and composite your passes with Shaderlab? Are replacement shaders the only solution in unity ?

Thanks

Well…actually i haven’t find any workaround to achieve this. Last time i contact DerWoDaSo he said he’s to busy with his school activities. Iam still waiting for his reply though :frowning: