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[ORL-68] Auto-Hotspotting Shader

Open orels1 opened this issue 1 year ago • 3 comments

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

orels1 avatar May 05 '24 13:05 orels1

image.png

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

orels1 avatar May 05 '24 13:05 orels1

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

orels1 avatar Aug 08 '24 06:08 orels1

This is going to be pushed to dev.11

orels1 avatar Aug 08 '24 08:08 orels1