Hey guys! I’ve been hard at work trying to code a set of shaders for rendering characters in Unity 3D. I want to include an eye shader, hair shader, and skin shader in the pack. Here’s some images of my progress so far:
Those textures are WIP. When I’m making skin tight suiting for sci fi characters, I trace out the suit topology in zbrush using polypaint. That’s what the netting looking texture is. I guess it is a little strange if you don’t know what it is!
Did some research today; I think I’ve settled on an algorithm for the skin shader I want to make. I’ll keep you guys updated! Pack should be posted soon, tutorials soon after that.
Hi Panta, I have a clear and present need of a hair shader Is there any chance you might release before May? I kind of need to have it in my game in the next 2-3 weeks
It doesn’t totally work yet unfortunately There’s a problem in DX11 mode and I also am having trouble with mip maps. I’ll try my best to release it next week when I go on break from university.
About the alpha - yes, it’s stored with the color map (which is actually just black and white - color comes from the shader variables)
For normal - I’m not sure how much you’ve played with Unity texture compression, but the method used for Normal maps in shaderlab does not support an alpha channel. This is confusing to a lot of people when they wonder why their spec map (in alpha of normal) disappears
Therefore, spec is stored in a 3rd map, and the alpha is used for a noise/jitter pattern taken advantage of by the Kajiya kay lighting model. No wasted channels
Yes, thank you for your interest! I should release them next week while on break with an accompanying set of tools (for different eye colors/styles, etc.) and meet anadin’s schedule.
So sorry guys, I promise I’ll release this soon. I’m a senior in university and I’m incredibly stressed with trying to graduate this coming month. All my classes are piling up work. After May 15, I’m taking a 5 month break to work on a bunch of Unity stuff, so I’ll be able to finish it then. Also Anadin, huge Cubemen fan! That’s awesome that you’re interested in this kind of thing
Yeah Cubemen was fun to work on, I did the animations but did not have time to work on Cubemen 2 unfortunately - go buy it!!
In the meantime, is there any chance of buying the hair shader as is now? We are supposed to be final in about a week and I still don’t have one - eek!