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Discussion in 'Assets and Asset Store' started by reddotgames, Nov 19, 2012.
if i use your mobile shaders on desktop, does it look bad?
Do you have any idea when you can have it fixed?
No but you will not have many other eye candy options like in desktop version.
I will add Windows 8 support within 2 weeks.
In Unity 4.1.2, did you know that there is a problem if you select either one of the DX11 shaders to an object in Unity that has no lightmaps rendered?
If you turn on "use lightmaps" and have applied a DX11 shader Unity freezes up. The work around seems to be to render lightmaps with some other material and once the rendering is finished then you can apply any DX11 shader without problem. But sometimes the rendering takes time...
Did this problem appear on 4.2? They have fixed alot of bugs
I bought your package,can u add some distortion glass effect in your shader(DX 11).
Thanks in advance.
Thanks! Did you check bumped glass DX9 shader? You wanna something like this in DX11?
is there a way to incorporate shadowmap textures with your wonderful shaders?
Can you tell something more about it?
nervermind, i figured out how to use custom lightmaps.
Thanks for reply.
I checked dx9 shader,only give glass distortion.i want behind object also distortion effect like refraction.
(sorry for my bad English)
have you ever experienced this behaviour?
it comes and goes with the "flake alpha" value
I understand what you wanna, and it is in TODO list. But no ETA yet. You can try use refraction shader from Unity(or wiki I dont remember but Im sure I saw one) for now. On what car parts you wanna use this shader? Headlights?
Nope - you can send me car model to check it out here - maybe its something with UV mapping? You sure it is correct? Flakes needs proper UV mapping on model.
Thanks for help.i am not using glass shader in car parts.
ah yes. the first uv set wasnt right, thanks!
Thanks to your shaders, we now have shiny new monster trucks! Much better than the old dull speculars we had before!
Great looking game! Thanks - if you will find some time please review asset on Asset Store
Hello reddotgames, are you planning on releasing real-time reflections?
Have you been working on it?
In next version I will add sample scene and script to explain how to make real time reflections.
can you tell me which uv channel the lightmaps use?
(in the lightmapped version of your shader)
Standard by Unity UV2
is there any chance you could include the DX11 shaders in the Mobile version as well?
not rewrite them for mobile, just include them.
that would be A+!
Now I have, but the problem remains.
OK I will recreate your scenario and try to solve the problem.
What for you need DX11 shader in mobile pack (opengl) ? Its alot of shaders to convert (dont get me wrong, but DX11 compiler sometimes need alot of changes for shader to work properly so its alot of work)
Added Real Time Reflection script with sample scene.
dont get me wrong. i dont want you to rewrite the dx11 shaders for the mobile pack. just include the ones from the pro version into the mobile vesion so we can have a look at them...
So you wanna have DX11 version from this pack into mobile? I dont get it
Generally shaders in Mobile version and Desktop version are way different shaders.
Cool! Is it going to be a DX11 shader as well?
Its not a shader - its a script that render cubemap and assign it into material. So it will work with all shaders.
I just wanna give you guys info about upcoming update. We hare quite busy recently so in next month we will release new version with :
1) Lightmapping support
2) Cubemap blurring (classic way - heavy but nice looking)
3) Cubemap lod (cheep blurring)
4) New shaders for DX11
5) Probes support
Sorry for delay guys, and some kind of absence on forum but we were finishing game that will be published on Steam and we have 0 time for you. Right now we sent gold version on Steam so now I will return to forums, updated (yeah we have few !) so please give us some time and thanks for supporting!
New 2.6 version submitted in Asset Sttore
2.6 Added Lightmapping support for : Car Paint, Car Chrome, Car Paint Advanced
New Car Paint Advanced Shader with Metalic param
Added Pixel Lights Sample Scene
Added Matte Paint Sample Scene
Added 5 New Shaders :
- Car Paint Advanced
- Car Paint Advanced Blured Reflection
- Car Paint Advanced with Livery (color independent)
- Car Glass Shader Advanced No Fresnel Formula
- Car Chrome Shader Blured Reflection
New Realtime Reflection Script (PRO ONLY)
Version of shader in assets store is still 2.5
Yes its still under submission (should be live in few days)
What's the difference between the new and the old script Realtime Reflection Script? =)
You can select what layers you want to reflect. Simple addon.
is there a reason to why the renderer disappears when i use the car high details shader, only when the game is running on the iPhone, however it's just fine when it's running in the editor.
Did you try sending test scene (with spheres) to iphone?
Version 2.8 submitted to Asset Store
Fixed some bugs with pixel lights also added Livery Advanced shader
will realtime reflections work with the dual-camera setup for the oculus rift? Will it give a correct stereovision? Anyone tried?
Trying to use your real time reflection script on flat floor. Result are not realistic or accurate. Assigned floor plane
to it's own separate layer. Thanks.
There are some problems with shader...
in carpaint advanced livery shader:
If _BonusAmbient is black vinyls are invisible in case <3 light sourses...
If _BonusAmbient is grey or something like that vinyls are visible,
but the color of them is strange...
Here are some screenshots about the situation:
1 spotlight http://yadi.sk/d/HxbIYEXSLqJrR
2 spotlights http://yadi.sk/d/VahhmdeOLqKA4
3 spotlights http://yadi.sk/d/Tq33lJgdLqKLc
Some other shaders tile/offset doesn't working...
Can you fix this problem?
could you please create a shader which uses a second uv channel for the decals for mobile
Would it be possible to switch from sliders to numeric values (it's sometime hard to reproduce the same value as sliders are too small)?
Also, it would be great to specify the UV assigned to Diffuse/decal texture (UV1/UV2).
By the way, very nice shader !
is there any setting in the car shaders that must be adapted to make them work in Unity 4.5?
See this problem.
Is there any way to add an animated refraction shader to get water droplets flowing over the surface like I'm seeing is all the rage in project cars and drive club?
This script will work only on objects not mirror like floor.
Search google / forum for material values copy script - it will copy all your value from one material to another. Unity need to add this in 5.0