orels-Unity-Shaders
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[ORL-68] Auto-Hotspotting Shader
Hotspotting is a great technique that allows you to quickly texture a large amount of surfaces with nice edge detail while using a single material
This technique is supported by tooling like
- DreamUV, ZenUV for Blender
- UModeler for Unity
The part that currently takes the most time in hotspotting is the material setup, you need to create the final sliced atlas that can then be used on the surfaces.
I could instead provide a universal shader that allows you to simply drop in your material textures and turn any tiled material into a hotspot
From SyncLinear.com | ORL-68
The basics are done, I might release this as-is and gather feedback.
The current features include:
- Pre-determined tile layout with support for dirt
- Controllable AO in the gaps between tiles
- Configurable dirt mask
- Hotspot details, allowing you to mix in a secondary material within the tile
- Masking the details allowing for both sharp and smooth transitions between the main and detail maps
I will also provide documentation for creating a setup of your own
The following things were requested:
- Ensure that the base material normal blends to the detail material instead of just doing a pure overlay (maybe as an option)
- Allow adjusting the influence of the dirt mask over the details blending
- Allow controlling the opacity (and blending) of the dirt
- Allow controlling the opacity of the details
This is going to be pushed to dev.11