(3D by StungaLab)
Import time – when you create a .shader file
Build time – when you build a player
Run time – when you open the app
I know many people are curious about how to make shaders available for Shuriken Particle System to use, the concept is very simple!!
Continue reading “Unity Shader for Shuriken Particle System”
As mentioned, the Lava Flowing Shader has been released for free on Unity Asset Store!
Link: https://www.assetstore.unity3d.com/en/#!/content/33635
As my knowledge about shader keeps growing slowly, I found that I can blend more than 2 layers of “UV”…..It is because the 2 texcoords limit only limits on input. Your FBX model can only have 2 UV channels but shader can make instances of the 2 UV texcoords and thus let you have more layers of texture blending. I will try to update the package later.
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Another package Simple SeeThrough Shader has been released on Unity Asset Store also. Link: https://www.assetstore.unity3d.com/en/#!/content/33924
“Color Tint” is an usual setting appeared in shaders, which normally doing the multiply effect to textures. Multiply makes everything darker, you cannot keep a part of texture to remain white, unless the shader lets you to have the alpha channel specifying which area would be affected.
Continue reading “Awkward, but a cheaper option instead of hue shift shader”