GzRNM is a set of shaders that allows for the use of "Radiosity Normal Maps" in Unity 3D. Radiosity Normal Maps, ore more appropriately Directional Light Maps, are a kind of light map that allows for the use of normal mapping with static illumination. RNMs are baked in an external 3D application such as Maya, Blender, or Modo, using special texture maps called basis maps that are used as normal maps.
More information on RNMs can be found here: http://www.snowcatsolutions.com/inde...s/why-use-rnms
These shaders SHOULD NOT be used for dynamic character illumination. They are only intended for static environment lighting, and very limited dynamic lighting.
GzRNMPro v.1.1.1 is released.
This new version of GzRNMPro includes much more accurate basis maps.
- Much more accurate basis maps stored as 32-bit EXRs
- Also included is the source PSD for the basis maps in the event you require the basis maps in a different format
- Refactored alot of code to share from a single .cginc. This will help in the future to bring about even more variants of the shader in the future (such as refractive, rim lit, and so on)
- Created both transparent and alpha cutout variants of the shaders. All shaders have variants of these techniques. Transparency and alpha cut out works exactly like Unity's stock shaders.
- Optimized the mobile SSBump CRNM shader a bit more. Dynamic lighting should be a bit faster (but should still be used _VERY_ sparingly).
- Fixed a bug in the specular variants in some of the CRNM shaders. Diffuse illumination was not using SSBumps, but the shader's normal map instead.
- Added a PC/Mac-specific version of the SSBump CRNM shader. This shader uses the supplied SSBump map for diffuse shading.
- Created a new tool called CRNM Merger. This tool takes 3 RNM maps, and merges them into a UDK-style CRNM; complete with normalized averaged light color map for use with the CRNM shaders.
- Created a new tool called SSBump Converter. This tool allows you to create SSBumps from normal maps imported into unity, and converts SSBumps created in SSBump Generator for use in Unity. This tool is in its first release, and has much more functionality planned for it.
- Changed the behaviour of SSBump maps in the shaders. They now expect OpenGL-style SSBumps (that is, SSBumpmaps that use right handed coordinates). Use SSBump Converter to generate the appropriate SSBumps.
- This is our first release that includes documentation for Maya and Modo from local forum resident The3DNinja. Although the documentation and tutorials are targeted for Maya and Modo, the concepts are fairly universal to other 3D modeling applications. Thanks Wes!
- Starting with this release, shaders, documentation, and example content will be distributed separately.
- GzRNMBasic is no longer available for purchase.
- Probably a few extra additions and fixes that I've probably forgotten.
All existing customers recieve this update free of charge. New customers may purchase the package here: http://j.mp/gUrBHM
Maya and Modo documentation can be found here: http://j.mp/h01jHh
Example scenes for baking RNMs in Maya and Modo are here: http://j.mp/hIg01e
The example Unity3D project may be found here: http://j.mp/eEyG0O