I am trying to create a static grass area with particles and I've been trying to change the color of the particles depending how far are from the emitter, but I had no luck. (This is because I need the grass to look yellow in the far edges of the grass area).
If you can point me in the right direction or have some similar shaders I will really appreciate it.
Thanks!
PD: why I am doing grass with particles? Great question, I am experimenting in ways to make great performance grass area for Augmented Reality in mobile. If you know any other way, let me know!
fortunately had someone helping me for this. If you wonder what worked: creating a C# script to know the distance from the emitter, then modify the particle shader and use the distance to create a fading to the new tint color variable. Used Amplify for this. If you have a similar problem do no hesitate to contact me. Sharing is caring.
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To be more precise I need a type of lighting that looks good to put on building models that already have a texture, I can't texturize the textures with light turned on apartments such as in GTA5 because I do not know how to create textures. I tried putting point light and spot light on buildings but it looks pretty bad, neon cubes are not good either as it makes the building look back.
I hope you understand what I meant.
Like that but no texturization
To achieve the results in the image, you should use an emission map.
Creating these types of lights using the Light Component is inefficient. You must not Spot Light OR Point Light for this purpose.
SOME YOUTUBE VIDEOS:
How to TURN ON Lights in Unity
How to Use EMISSIVE MATERIALS in Unity! Step-by-Step Tutorial
I'm using 2D Sprites for NPCs in a 3D game. My problem is when a sprite NPC turns away from the light source (eg. Directional Light) it becomes completely dark. So for almost 180 degrees when not facing the light source the sprite is all black. I need to prevent this from happening and find a way to set a minimum light/color for my NPCs so the player can see them. What would be a good way to find out how much light is affecting the forward facing side of a gameobject?
Any help is appreciated. Thank you.
Not a complete answer, but I did spend a fair amount of time looking into this for a recent project.
One suggestion that might work is to map the graphics to quads instead of using the sprite renderer, since they will use the 3D-lighting.
I've just build few models in MagicsVoxel editor and imported them into unity 2019.3.10f1.
But when adding any light (Point, Object with emissive materials) to one of the room, saw that liht passes through walls.
Help please, tried many different solutions.
Thanks.
I think the emmision is in the walls. What i mena by that is that you have an emission shape of the light source it looks like a hitbox and i think you have that going trough the walls, and that may be the reason it passes trough them
Just select the light, and set shadow type to 'hard shadows' or 'soft shadows'
Be sure shadows are enabled from quality settings
I have the following scene
As you can see the ball in front of me has a very extreme shadow on it's back. How could I make it less extreme? I would like to still see the triangles that compose the Ico sphere but darker and without having to change the sun's position.
I tried to play with my light values, shader value, changed shaders, etc. but without any success. I guess I'm lacking some basic knowledges regarding lightning. Any help / tip would be greatly appreciated!
Thanks.
Models which have light issues or seem to have a permanent black poly may have flipped normals and will not display light correctly. Whichever 3d modelling program is used to make the models will be able to flip a normal for you.
In older games Ive made levels in, like unreal or half-life the skybox is a parallaxed texture that you assign to world geometry, for instance, the ceiling of your room, to give the illusion of the room being open to the sky.
There are some neat tricks or weird things you can achieve with this 'sky portal' method. For example you could have 'sky' in an underground room. or walk through a hole in the sky.
I'm wondering is it possible to make a mesh in unity3d render as part of the skybox like in these older engines.
You can do this yes. Usually you assign a "SkyBox" to your camera and change the "Clear Flags" for her "SkyBox". However, there are other ways to do.
Learn more here: http://docs.unity3d.com/Documentation/Components/class-Skybox.html
Hope this help !