A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
I once had a setup that worked something like this: R: Metalness G: AO B: Emissive (color from albedo) A: Roughness Worked nice at that time.
Your shaders look great lars, will definitely check them out further down the road! We had some amazing results with them in Unity 4, can't wait...
We actually used it when we were developing in Unity 4 (together with the rest of the Lux PBR shaders, SSS-shader, eye shader etc. Thanks a ton...
So here is our teaser trailer from Rain of Reflections, a cyberpunk RPG currently being developed in Unity 5. Hope you like it! [MEDIA] More info...
I believe roughness/smoothness is stored in alpha in both the standard shaders :)
I encountered this problem a couple of times. In most cases the specular map is missing its alpha channel. The alpha channel stores the roughness...
I did this just now. Make sure you have "using UnitySampleAssets.ImageEffects;" at the top and then you can get the components. In my case:...
I'm also having this problem. Made a tool to quickly replace the "missing" meshes but would rather have it work when the FBX is updated :)
Same here but not on all computers in the office.
Do you have an alpha channel (smoothness)? It should be quiet dark and detailed for concrete I guess. Normalmap helps aswell :)
Makes sense. Thanks peteorstrike!
That box should be on by default :(
Have you made sure that Unity generates UV for lightmapping in the FBX? Had similar problems that was solved just by checking that box. :)
Got an email response from the guy(s) behind Particle Playground 2 yesterday confirming that it's working in U5 and have been adapted since early...
Sorry I was being unclear, meant something like "Using Lux shaded objects with Unity 5s new lighting system". My bad :P Yeah the standard shader...
Anyone tried Lux in Unity 5 beta yet? Just porting a whole scene worked fine but the problem I have now when converting to the U5 lighting is that...
"Lightmaps are in wrong colour space" I also have this problem, cant seem to solve it :/
I had a similar problem with weak emission but it got solved when I set everything to be in linear color space. Try to double-check that :)
Awesome! I understand why you dont have any documentation out yet but thanks for clearing these things up. Really helped me out :)
Since there is no detailed documentation out yet, not that I could find anyway, I wanted to see if anyone knew more about the options in the...