Unity 3D multiple UV sets - import

I have created an object that has the texture and an AO , they are on different UV sets in maya(with Layered Texture) and in maya the mash looks ok.
How do i achive the same effect in Unity3D?
I can not make unity use the 2nd UV set.

You'll need to write a shader that does this. Here's a very minimal example, but you'd probably need to have a more elaborate setup for things specular, etc.
Shader "Custom/twotex" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_AoTex ("AO (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
sampler2D _AoTex;
struct Input {
float2 uv_MainTex : TEXCOORD0;
float2 uv_AoTex : TEXCOORD1;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex.xy);
half4 ao = tex2D (_AoTex, IN.uv_AoTex.xy);
o.Albedo = c.rgb * ao.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

Related

Unity surface shader not casting shadows on itself

I'm new to shaders and I'm trying to make a shader for some very simple low poly water. I have created this simple surface shader that changes the vertex heights.
The problem is that it doesn't receive shadows as you can see in the gif and there is a weird behavior on the edges.
What am I doing wrong?
Shader "Ramble/LowPolyWater" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
_Emission ("Emission", Color) = (1,1,1,1)
_ScrollYSpeed("Scroll y speed", Float) = 0.1
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert vertex:vert
struct Input {
float2 uv_MainTex;
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _Emission;
float _ScrollYSpeed;
void vert (inout appdata_full v)
{
v.vertex.z += frac(sin( dot(v.vertex.xyz ,float3(12.9898,78.233,45.5432) )) * 43758.5453) * sin(_Time.y) * _ScrollYSpeed;
}
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = (tex2D (_MainTex, IN.uv_MainTex) * _Color).rgb;
o.Emission = _Emission.rgb;
}
ENDCG
}
Fallback "VertexLit"
}
Figured it out!
I just need to add addshadow to this line #pragma surface surf Lambert vertex:vert addshadow

In Unity Shaderlab, how can you animate towards a value using lerp and deltaTime

How can a Custom Standard Surface Shader be used to animate a value towards a target value?
For Example:
...
float targetAlpha; //Set by the property block, or a C# script
float currrentAlpha; //Used internally only.
void surf (Input IN, inout SurfaceOutputStandard o)
{
currrentAlpha = lerp(currrentAlpha, targetAlpha, unity_DeltaTime.x);
o.Alpha = currrentAlpha;
}
This code does not work but should demonstrate what the goal is: when targetAlpha is set, the shader will fade towards that value.
There are few ways this can be done. One of them is using built-in shader variables:
Shader "Custom/Test" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_TargetAlpha ("TargetAlpha", Range(0, 1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Alpha;
fixed4 _Color;
half _TargetAlpha;
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = lerp(o.Alpha, _TargetAlpha, clamp(_SinTime.w, 0, 1));
}
ENDCG
}
FallBack "Diffuse"
}
The shader in the answer above still works in Unity 2018.2. However, _SinTime oscillates between -1 and 1, while we want the range to be between 0 and 1. The code clamp(_SinTime.w, 0, 1) clamps onto the desired values, however the alpha stays at zero too long. So we need the absolute value, like so: abs(_SinTime.w).
The modified shader:
Shader "Custom/Test" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_TargetAlpha ("TargetAlpha", Range(0, 1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Alpha;
fixed4 _Color;
half _TargetAlpha;
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = lerp(o.Alpha, _TargetAlpha, abs(_SinTime.w));
}
ENDCG
}
FallBack "Diffuse"
}

Unity Shader: Need help creating texture layers that don't affect other layers

I'm trying to learn how to write shaders in Unity and am having trouble separating the color and alphas values from affecting the other textures(or layers).
In my shader I have 3 textures of letters (The backgrounds are made transparent in the unity texture settings for each).
I want to have a background color then I need 3 texture/layers on top of the background and be able to change the tint and alpha of each layer without affecting the background or any other layer.
also...
When I multiply the Color by the texture in the surf function, The texture tint changes but also does the transparent background. Why is the transparent backgrounds tint changing when it is transparent?
Properties{
_Background("BackroundColor", Color) = (1,1,1,1)
_Color("c1", Color) = (1,1,1,1)
_Color2("c2", Color) = (1,1,1,1)
_Color3("c3", Color) = (1,1,1,1)
_MainTex ("layer1", 2D) = "white" {}
_MainTex2 ("layer2", 2D) = "white" {}
_MainTex3 ("layer3", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque"}
CGPROGRAM
#pragma surface surf Lambert alpha
#pragma target 3.0
struct Input {
float2 uv_MainTex;
float2 uv2_MainTex2;
float2 uv3_MainTex3;
};
sampler2D _MainTex;
sampler2D _MainTex2;
sampler2D _MainTex3;
float4 _Background;
float4 _Color;
float4 _Color2;
float4 _Color3;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = _Background * (tex2D (_MainTex, IN.uv_MainTex).rgb*_Color) * (tex2D (_MainTex2, IN.uv2_MainTex2).rgb*_Color2) * (tex2D (_MainTex3, IN.uv3_MainTex3).rgb*_Color3);
o.Alpha = _Color.a * _Color2.a * _Color3.a;
}
ENDCG
}
Fallback "Diffuse"
Nice thing to begin the shaders with unity ;)
So here is my solution to your problem, you have 2 exposed textures. One is the background (MainTex) and one is one of your letter (overlay) and you can mix the alpha of the overlay with the variable Ratio_
Shader "Custom/Overlay" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
_Overlay ("Overlay Texture", 2D) = "white" {} // One texture of letter
_Ratio("Ratio", Range(0,1)) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
Lighting On
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
sampler2D _Overlay;
float _Ratio;
struct Input {
float2 uv_MainTex;
float2 uv_Overlay;
};
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 background = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 finalFragment = tex2D (_Overlay, IN.uv_Overlay) * _Color;
o.Albedo = background.rgb * (1 -finalFragment.a*_Ratio) + finalFragment.rgb * _Ratio;
o.Alpha = background.a;
}
ENDCG
}FallBack "Diffuse"
}
Hope this will help :D

How to make an object to glow in unity3d

Hi I'm generating lots of spheres in a 3D world to represent objects and as I'm working with a black background I want the spheres to have a little glow around them, I read that It can be done with shaders but need a little more guindance, for example how to make the shader and where to put it, any help will be appreciated.
There is a video from this link:
https://www.youtube.com/watch?v=nZZ6MDY3JOk
it creates a rim around the object and a glow effect. Here is the shader but you should watch the video for learning purpose (and to give them that one view count for credit):
Shader "Custom/GlowShader"
{
Properties
{
_ColorTint("Color Tint", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_RimColor("Rim Color", Color) = (1, 1, 1, 1)
_RimPower("Rim Power", Range(1.0, 6.0)) = 3.0
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float4 color : Color;
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
float4 _ColorTint;
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
void surf (Input IN, inout SurfaceOutput o)
{
IN.color = _ColorTint;
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * IN.color;
o.Normal = UnpackNormal(tex2D(_BumpMap,IN.uv_BumpMap));
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow(rim, _RimPower);
}
ENDCG
}
FallBack "Diffuse"
}

Using stencil buffer to make windows

I would like to create windows in different walls and I want it to be dynamic so I do not want to change geometry of the wall because I want to be able to move the window. So I want to use stencil shader. I am new to shaders, but I have found some things already and I have come up with this:
Shader I use for Windows:
Shader "Custom/Window" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_StencilVal ("stencilVal", Int) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
ZWrite Off
ColorMask 0
Pass {
Stencil {
Ref [_StencilVal]
Comp NotEqual
Pass replace
}
}
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Shader I use for walls:
Shader "Custom/Rest" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Color", Color) = (1, 0, 0, 1)
_StencilVal ("stencilVal", Int) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Stencil {
Ref [_StencilVal]
Comp NotEqual
}
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
uniform fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
I set _StencilVal from script so that every wall has its own unique value and I have achieved pretty good result but the problem is that I can not look through two (or more) windows at the same time. When they overlap in the view the second window is grey (it is not seethrough) but I can still look through the first window.