When I was in school at Gnomon, I learned how to build height blended materials in Unreal. This Asset Store asset works pretty much the same way Shader Forge and Shader Graph do, and it works with Unity’s builtin render pipeline. I’m using Unity’s older builtin render pipeline for my game though, which means I can’t use Shader Graph.įortunately, there’s a third option: Amplify Shader Editor. It’s available now for free, but unfortunately, it only works with Unity’s new scriptable render pipeline. Recently, Unity decided to build a similar tool called Shader Graph. At this point it seems like it’s pretty much abandonware. It’s open-source now, but it doesn’t look like anyone’s really taken up the torch. Unfortunately, the developer of Shader Forge decided to stop working on it. Shader Forge allowed you to build shaders by connecting nodes the same way you create materials by connecting nodes in Substance Designer. Shader Forge used to be the go to Asset Store asset for building shaders visually in Unity. Fortunately, these days there are a number of great alternatives to writing shader code by hand. I know my way around C# which is the language you use to write scripts in Unity, but I have no experience with ShaderLab, and one look at some code examples was enough to scare me away. Writing shaders for Unity used to be a huge pain because you had to write them using Unity’s ShaderLab language which is a variant of HLSL. Switching to custom ground meshes meant I had to write my own shader. As I’ve discussed before, I’ve been using MicroSplat for my Terrains. The only problem with switching was the fact that I had no suitable shader for my ground meshes. My Terrain Assets tend to be very small which is not what Unity Terrain is really meant for. Why you ask? Well, at the end of the day, Unity Terrain turned out to be sort of overkill for my game. Recently, I decided to switch from using Unity Terrain to custom meshes for the ground in my game. Diary of an Indie Game Developer: Chapter 57
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