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Portal 2 texture overlay?

Discussion in 'General Graphics' started by Studio_Akiba, Jan 12, 2015.

  1. Studio_Akiba

    Studio_Akiba

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    After taking another look at Portal 2's SDK, I noticed that the Hammer editor has identical, sterile tiled textures on the floors and walls, but in-game it has the Portal 2 Overgrown style to it, with some of them damaged or chipped and they are all different, the same with the walls, but they are all on one face, and I assume one texture, does anyone know how this was achieved, and how to replicate it in Unity?
     
  2. imaginaryhuman

    imaginaryhuman

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    A shader that combines two textures and two sets of texture coordinates?
     
  3. maxwelldoggums

    maxwelldoggums

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    Sep 8, 2008
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    imaginaryhuman is right. The simplest way to do this is to overlay a "detail" texture over top of the base texture. Unity comes packaged with one example of a similar effect using the Diffuse Detail shader.

    You could overlay a grime texture on top of your normal wall panel to add variation to it, and make the tiling much less noticable... although for large, non-repeating detail, I'd either go the other way, and overlay the wall panel texture on a large-scale "overgrowth" texture, or write my own simple shader to take advantage of multiple UV channels.
     
  4. Studio_Akiba

    Studio_Akiba

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    While trying to use the Diffuse Detail texture, I looked around for a normal'd version, does anyone have a version of this with a normal map slot?