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:
render the model in UV space trough a vertex shader, which is quite easy to do
Bake this render to a texture
Make some operations over this texture
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
Excuse my newbie’s questions, but sometime it is really difficult finding a clue between different concepts.
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 ?
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