![]() This causes me a problem when I try to build my project through Unity Cloud build, because I get an error about some missing classes which are indeed there. When I right click and select "reimport" the cs file, recovered immediately and I build successfully. files are displayed as an unknown file` (not a script) in the project view, and some other classes cannot find the class defined on that file. When I clone / pull my project to another computer (especially with macos) some of my cs. I use git version control system and store my project in a Bitbucket repository. Just wanted to give kudos to the asset and confirm that all SG2 examples build for URP in 2021.3.I am currently developing a project using Unity 2020.3.3f1. Still really nice once material properties are added back. The only shader that doesn't look exactly the same between pipelines is the hologram shader - which can look pretty close but URP lacks the 'depth prepass'. It seems only the SG2 demo shaders have this material properties clearing thing - easy to put them back but causes confusion when you don't know why the shader won't build for URP. The normal map UV variable setting is often the only location where the wrong variable is set.Ī few of the SG2 demo shaders have material properties that get cleared when you switch to the URP template - just create a new project using standard pipeline to view how the material properties are supposed to be to replace them for URP. Quick comment related to URP to hopefully save some users from getting confused - Shader Generator 2 works brilliantly for URP in 2021.3 and it's possible to build all of the SG2 and material layer example shaders with the URP template - there's just a couple gotchas.Ĭlick on the shader inspector cog on any of the generated materials and change the template to the URP one, then you must change some property references from _MainTex_ST (the standard shader variable) to _BaseMap_ST (urp variable - selecting from the dropdown menu). Want autumn leaves, snow, or even wet effects during rain? It works great and runs great too, all in one material. I have some hand made terrain and other objects that I can now dynamically adjust the visuals on through the different material layers I set up. It works through code too, so you could allow players to change it themselves if you wanted. That's it, now you can customize the color and lighting properties for the shoe laces to make them totally unique to anything else on the model. ![]() Works great with randomly generated stuff!ĭo you really want customizable shoe laces, for example? All you have to do is make a source texture that shows where the shoe laces are on the UV map, then make a new layer for it. If you want to add dirt, make up, frost, etc. ![]() Anything you can cram into that material will allow totally unique settings. A character with a single material that has infinite skin color options, clothing colors, pattern options, glow effects, hair gradients, etc. The material layers feature trivializes features that were previously impossible for the average person to make. ![]() Don't sleep on material layers! This feature can add some really complicated effects to your projects that I rarely see in games, such as wet effects during rain, snow accumulation, totally customizable characters, etc.
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