Search Unity

  1. We are migrating the Unity Forums to Unity Discussions. On July 12, the Unity Forums will become read-only.

    Please, do not make any changes to your username or email addresses at id.unity.com during this transition time.

    It's still possible to reply to existing private message conversations during the migration, but any new replies you post will be missing after the main migration is complete. We'll do our best to migrate these messages in a follow-up step.

    On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live.


    Read our full announcement for more information and let us know if you have any questions.

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

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

  1. Nanako

    Nanako

    Joined:
    Sep 24, 2014
    Posts:
    1,047
    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: http://answers.unity3d.com/questions/22209/why-is-it-possible-to-add-additional-materials-to.html

    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?