Finally i get to play around with Unity and the Strumpy Shader Editor which is just fantastic. It resembles the the UDK node based editor and it pretty much is just that. Theres one or two things that are different like the RGBA channels of a texture aren't directly accessible from the node, as far as i'm aware. Though there is a way around this, using the split node which gives you access to them.
The above image is my initial attempt at the shader, the material allows you to have colour/normal and a specular. But I created the specular to incorporate the specular/gloss/emissive and alpha via the rgba channels of the tga, hence why I needed access to them in the shader so it was some use. I added some extra control in by including a range node to control the sharpness of the gloss by adding the green channel and the range together.
Basic shader with a test texture but it's all about the learning and i'm learning! :D
If i'm doing this the wrong way or if there is a more efficient way of going about this then please tell me!
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