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Game Shaders Volume 1 - Dota 2 [Released]

Discussion in 'Assets and Asset Store' started by Blackfire-Studio, Apr 25, 2014.

  1. Blackfire-Studio

    Blackfire-Studio

    Joined:
    Dec 17, 2013
    Posts:
    185
    Hi @kilik128, Yeah even if the package has not been officialy converted for Unity 5 it is fully functionnal. You just need to change something in the sources like explained here.
    Code (CSharp):
    1. // Replace in the DotaLighting.cginc - line 20
    2. half3 lightColor = _LightColor0.rgb * 2.0;
    3. // by
    4. half3 lightColor = _LightColor0.rgb;
     
  2. MaDDoX

    MaDDoX

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    764
    Hi, does this shader support 'Base Tint Mask' (colored specular highlights)? I couldn't assess from the demos.

    It currently doesn't support reflection probes, only light probes right? Have you got any reports of performance in iOS devices?
     
  3. Blackfire-Studio

    Blackfire-Studio

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    Dec 17, 2013
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    Hi @MaDDoX yes it supports colored specular.
    You're right, reflection probes are not supported for the moment but light probes are. :)

    I've never received any reports about bad performances on mobile device for the moment, so nothing to worry about.
    If you're facing any issue feel free to drop me a mail.
     
  4. MaDDoX

    MaDDoX

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    Nov 10, 2009
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    But does it have a slot for a texture which defines which parts of the material should have its specular more or less colored? In Valve's shader that's an option, see in the attached screenshot.

    Your shader is a thing of beauty btw, quite a shame that it can't use reflection probes. The entire game environment I'm working on uses those for reflections so without them it'd probably look too disconnected in the characters metallic parts. In fact I just wanted a PBR shader with a mask where I could define areas with an artificial / exaggerated rimlight, to enhance the readability of my characters in game.
     

    Attached Files:

  5. kilik128

    kilik128

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    Jul 15, 2013
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    yeah want see more
     
  6. Rademanc

    Rademanc

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    Feb 2, 2013
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    Has this been updated for Unity 2018?
     
  7. Loading2000

    Loading2000

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    Dec 22, 2017
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    2
    Code (CSharp):
    1. // Replace in the DotaLighting.cginc - line 20
    2. half3 lightColor = _LightColor0.rgb * 2.0;
    3. // by
    4. half3 lightColor = _LightColor0.rgb;
    [/QUOTE]
    upload_2018-11-21_14-36-8.png
    Hi,i've a problem that the highlight is too bright,even i do the change like this
    second picture is my screenshot in sample.
    My Unity version is 5.6.1f1,would you help me to solve it?
     
  8. Blackfire-Studio

    Blackfire-Studio

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    Dec 17, 2013
    Posts:
    185
    @lixy3732 Did you changed the lines in DotaLighting.cginc ?
     
  9. Loading2000

    Loading2000

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    Dec 22, 2017
    Posts:
    2
    upload_2018-11-21_17-23-18.png
    upload_2018-11-21_17-35-0.png
    Yes,before i change it it's more bright..