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Hi, I'm trying to accomplish a basic hair effect for my characters but I can't make it work properly with the transparent materials in Unity3D. I've got a tga file with the diffuse texture in the RGB channel and the transparency I want in the Alpha channel and a different file for the normal map. All of these work fine all together in a Transparent Bumped Diffuse but when I want to add the specular map I can't figure out where to put it. Transparent Bumped Specular seems to be the one done for this aim but it gets both specular and transparent from the same channel (alpha channel in diffuse texture). The Cutout version of it is not an option since the type of transparency I need is not B/W only. Any idea how can I get this done with no quality lost?? Thanks a lot!!
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Here is a forum thread where I have posted a shader that uses the alpha channel from the main texture to define transparency and a separate gloss map to define glossiness: Specular + Opacity uses the same Alpha map? How?
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Good news and bad news in a sinusoidal manner.
(Thought it would be best to end up with a positive one) Hopefully that'll save you a few trial and error cycles. Thanks lot for your answers!! for the time being i'm using cutout transparency working a bit more on the texture and it looks ok but I will take a look and those materials asap and have a talk with the coder to see what he thinks about it. i'll post further details if we find out something interesting. thanks again!!
Feb 17 '10 at 04:20 PM
Luismi
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