I have a small image (32x32) and I would like to tile it and use the tiled version for a side in a 6 sided skybox. I can easily use it as a texture and get a single image to show up for each side of the skybox, but I want the entire side to be tiled. I tried to create a tiled material, but after I have the material (which is tiled) I cannot use it in the 6 sided skybox because it is not a texture. Is there a way to tile a skybox if I only have one piece of the pattern.
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Is there a way to render a camera only inside a sphere (or any 3D object)?
I want to render 2 cameras...each of them has different post processing effects...but one of them renders its effects in a spherical area around the player (with feathered edges if possible)...and the other renders the rest of the screen.
In Unity3d, I'm trying to make a simple metaball effect using multiple sprites of a blurred round, and those sprites move randomly.
Thus I'd like the shader to perform a pixel color change from the rendering of all the sprites all together and not one by one.
Here is an example :
The picture on the left shows four sprites with the blurred sprite ; the picture on the right is the result of the shader.
And I have no clue of how to do this.
If I understand your question correctly, what you can do is
Create a new RenderTexture
Move these sprites off-screen, out of the main camera's view.
Point a new orthographic camera at all of the sprites that you've moved off-screen and set this camera's Target Texture field (in the Inspector view) to the render texture. This will save whatever the camera is seeing to that texture.
From here you can render that texture onto the surface of another game object (maybe a Quad?)
Attach a custom shader material to that quad that takes the render texture as input.
Perform whatever operations you wish to the render texture within this shader
Position this quad object in front of your main camera so that the final result gets rendered to screen
Does this make sense?
I'm building a visual city in Unity 5 and I used some textures for my buildings. But the problem is whenever I adjust a texture a cube ,it sets all of the sides of the cube to that texture.. I mean I want to remove the roof side texture because there's no building in the real world which has windows on the roof ! As you can see in this image:
So how can I remove texture from the top side ?
Daniel is right. And there is another way to achieve that is add a plane on the top of the cube.
To accomplish this you're going to have to do something called UV mapping.
Short answer is that this isn't possible with a regular cube in Unity, you're either going to have to create your own model, or some code to generate a mesh within Unity
http://answers.unity3d.com/questions/306959/uv-mapping.html
Either you know how to manipulate atlas texture or the simple call is to
Place a quad on top of that face of the cube (you could actually make a new cube of 5 quads or less)
Cut the part of the atlas map
Create a new texture and assign it to a material
Apply that material to the quad.
Then you can swap the texture of that material without affecting other faces.
I am making a 2D tile-based game in Unity.
I have a tile mesh implemented roughly along the lines of this wiki entry. Full source code is available at PasteBin. When I look at my graphic (image file) it is precisely the same color as I see in the scene view; however, when I start the game, the mesh is darkened. I notice that when I change the Ambient Light color, it does resolve the issue (sort of): it changes the brightness, but if I set it to pure white, then the colors are too bright (see here). Furthermore, when I have regular GameObjects (such as the brick you see in the second image) they are not affected by this Light setting. I don't understand why the mesh is. Is there a prescribed way to make it totally WYSIWYG? The tileset I am using is here.
Try changing the shader on the material of the renderer to Unlit/Texture or Transparent/Unlit - if you need transparency.
I'm trying to make a make switch board with circular button.
For it i'm using Quad as a base and then overlaying 3D Spheres for the buttons.
For the texture of sphere's, I have made a Material to which a rectangular image is set.
in preview it looks good with all smooth edges, however, in game preview when I look closely at the sphere's their edges are distorted/pixelated.
Is there any restriction which should be adhered to make the sphere's have perfect smooth edges.
or I must be missing something.
Image uploaded. The Quad is of White color and there is a light source.
the texture was imported and overridden for platform for 2048.