![]() ![]() Next on the list is wrinkles based on realtime tension maps. (You also get to laugh at me contradicting myself as I work through options and generally go in circles.) PLEASE SEE THE LATER POSTS FOR UP TO DATE NEWS. These material options allow for detailed art direction. Along with the base smoothness and normal maps this results in a very detailed skin material, even though the individual texture maps are quite low resolution. I've been able to create skin shaders that support subsurface scattering, transmission, bent normals, plus blending of up to four combined smoothness/normal maps controlled by a four channel mask map. ![]() HDRP seems pretty stable now and allows for more impressive visual effects than previous versions of Unity. Still a way to go before I release anything but I thought I'd share a couple of images. I'm working on a package of shaders for character materials using the high definition rendering pipeline. ![]()
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