![]() ![]() I also have it working with ShaderGraph, which is neat, but I need it to work using the internal Unity shader for the project I am working on, so unfortunately ShaderGraph is out. And here is the code for calculating face centers and uv centers (in Start ()) //generate uv map where each triangle is the uv coordinate of its center //get face centers, only has to be a vector2 because i wont be using the depth for this Vector2 centers new Vector2 / 3 Vector2 centersUV new Vector2 centers. I have achieved this result in blender this way, though I understand obviously there isn't a 1:1 conversion here. I will admit I am very new to ShaderLab, but I am willing to put the work in and research: I just haven't seemed to be able to find the right documentation for what I want to do, or at least I do not understand how to use it. The example for Detail Maps in the Surface Shader Examples looks almost identical to what I want, but it seems that it uses the same UV map as the albedo texture, multiplied by 2. ![]() Run the 'UnityExtractor. I want to layer one texture over top of another on the same mesh, but map the textures to different UV maps. Install Steps: - Download the zip from the above link. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |