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[Released] Interior Mapping

Discussion in 'Assets and Asset Store' started by aubergine, Jan 11, 2012.

  1. aubergine

    aubergine

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    Sep 12, 2009
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    If i find some free time :) Maybe this weekend.

    EDIT: And i dont know how shaderforge Works either. It is a node based editör as it seems. I dont think such a shader can be done with it. And even if it could be, it wouldnt be as optimised.
     
  2. Ducahl

    Ducahl

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    Dec 9, 2014
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    Thank you for replying so quickly!

    I will send you my contact info soon, I'd love to check out the reflective version.
     
  3. iamsam

    iamsam

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    Dec 22, 2013
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    233
    Hi,

    I am trying to use the plugin to project a single window and ran into a problem. If I build a cube and use one of the example materials on the cube they do not map properly after setting the number of windows to 1. Is there a way to map a single window? Also in case I want to expand the cube and still have one window, would that be possible?

    Thanks,
    Sam
     
  4. aubergine

    aubergine

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    Sam,

    You can use smaller numbers than 1, try 0.1. Everything is in world space, so think like you are working with world uv coordinates as in 3d max forexample. (That means position of the building offsets the texture)
    Here is a good tutorial on how to make a nice building textures library and applying on buildings in 3dmax. (Not exactly what you are looking for but it will help you understand the concept)

    Watch the videos 18 and 21.

    As per expanding the cube, sure you can, instead of using square window texture, use a rectangle one, such as 256x512
    Keep the transparent window on the left side and right side should be covered with bricks. So the whole cubemap will be expanded. Such as in the attached texture (in the rar file, forums dont allow tga texture uploading).
     

    Attached Files:

  5. iamsam

    iamsam

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    Hey, thanks a lot for the quick response and for the video.

    It makes sense now, after moving the cube, the textures move accordingly :). However for my project I have everything in place and cannot move the meshes. Is it possible to move the textures relative to the mesh? When I try offsetting the texture, nothing happens.
     
  6. aubergine

    aubergine

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    Good point, i should add offset parameters in a future update.
     
  7. aubergine

    aubergine

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    @iamsam i assume you cant wait for the next update, so here is how to add offset:

    1- open any shader file
    2a- if its an unlit shader;
    *add this line "uniform float4 _WallTex_ST;" right below "sampler2D _WallTex;"
    *also in the vert function, add this line "o.uv += _WallTex_ST.zw;" right after:
    o.uv.x = dot(...etc);
    o.uv.y = -pos...etc;
    2b- if its a diffuse shader;
    *add this line "uniform float4 _MainTex_ST;" right below "sampler2D _MainTex;"
    *also in the vert function, add this line "o.coord += _MainTex_ST.zw;" right after:
    o.coord.x = dot(...etc);
    o.coord.y = -pos...etc;

    thats it.
     
  8. iamsam

    iamsam

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    Wow, thank you very much for the blazing fast support :). The changes work extremely well, excellent product and amazing support.

    Thanks, Sam
     
  9. aubergine

    aubergine

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    Well, an objective review and rating on the assetstore page would help alot.
     
  10. Quatum1000

    Quatum1000

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    Oct 5, 2014
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    Hi Aubergine,

    I'm interesting in the package. Some questions about:

    1) Does you package works with Unity5?
    2) How I must set up a building in 3dsmax to make the interior mapping to work correctly? I create my stuff n 3dsmax only and must them move around in Unity for sure. I never see any tutorials or examples how to setup.
    3) Are there any realtime scripts required in order to make your package work?

    Thanks and kind regards,
     
  11. aubergine

    aubergine

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    Hello,

    1- This package is specific for 3.x and 4.x only, there will be a seperate package for 5.x in 2-3 weeks time. However, if you already own this version, you will be able to upgrade for a small fee to 5.x version.

    2- You dont need to do anything specific, shader doesnt need uv mapping or anything else. Just make a cube or any other shape you want and export it as is.

    3- No realtime script is needed, it just works.
     
    Quatum1000 likes this.
  12. Quatum1000

    Quatum1000

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    Thank you!
    A last question how I get the multiple floors? :)

    Updating for U5 would be great.
     
  13. aubergine

    aubergine

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    Multiple floors is defined by a variable on the shader material.
     
  14. Quatum1000

    Quatum1000

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    Thanks, thats cool! I definitely buy when it works for U5.
     
  15. aubergine

    aubergine

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  16. aubergine

    aubergine

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    Now you can upgrade your pack to TOZ Interior Shaders for Unity 5.x for only 15$

    (Upgrade is free if purchased after approx.: May 6, 2015)