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Layering textures/materials?: Is this how it should be done?

Discussion in 'General Graphics' started by Nanako, Dec 13, 2014.

  1. Nanako


    Sep 24, 2014
    Context: Customisation/equipment being changed at runtime. With each new piece of equipment i'd like to bake in the appropriate shading onto the character (which i'll precalculate with an AO bake, of course) as well as skintight fabrics, shading under mesh hair, makeup, scars, and other such things. I would like to make all of these things selectable and customiseable via options provided to the player.

    I found this thing on UA which might be suitable:

    but it sounds a little odd, and buggy. And i'm not sure if i'll never use submeshes. I'd like some thoughts on this

    One thing that won't change is my character's UVmap, so i'd generally expect to just paste the UV textures ontop of each other. but i don't know what i'd do about the differing shaders required for skin vs clothing, i already have a reflective shader for the skin that seems pretty good.

    How do you approach this problem?