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TENKOKU - Dynamic Sky / Re: Blue shade on 3d objects
« Last post by KingLlama on Today at 05:03:37 PM »
Tried with the reflection probe off and it dimmed it down. It stills seem the objects still have a glow to them in the night though.
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TENKOKU - Dynamic Sky / Re: Blue shade on 3d objects
« Last post by Chingwa on May 12, 2018, 08:51:51 AM »
This is possibly due to the ambient lighting being picked up by the included reflection probe.  Is this showing up at night?  Or are you going into a dark room?  By default the probe is set to update itself on a timed schedule, but perhaps this has been turned off in your scene, or it's otherwise not working for some reason?

You could try adding your own reflection probe to the scene and turning off the tenkoku probe just as a test.  Does the blue outline appear on all objects?
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TENKOKU - Dynamic Sky / Blue shade on 3d objects
« Last post by KingLlama on May 12, 2018, 01:35:31 AM »
Running into a issue of a blue shade on 3d objects in game, I looked to a couple threads that had something similar. I turned on linear coloring under project-player settings, I also changed the gradient to a texture instead and still having that issue.

Image attached.
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MISC. Products and Discussion / Re: Eye Advanced Multi lattice IrisColorTex
« Last post by jaleco on May 07, 2018, 02:41:19 AM »
Thanks Chingwa,It does work, And later try use one texture calculate UV when I have free time.

thanks again
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MISC. Products and Discussion / Re: Eye Advanced Multi lattice IrisColorTex
« Last post by Chingwa on May 06, 2018, 09:31:29 AM »
I'm not sure I understand what you are trying to do... do you mean you are trying to use a custom texture that has 16 iris options in a 4x4 grid?  IF that is the case you would need to divide and offset the UV coordinates based on the part of the texture you are trying to read from.  I'm not sure I can help you with that, unfortunately.

What might be easier is to pass the shader a TextureArray that includes all of your iris textures, then you can sample the texture array using the normal UV coordinates and offset, and would only need to adjust the 'z' index of the uvs in order to sample different textures.
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MISC. Products and Discussion / Eye Advanced Multi lattice IrisColorTex
« Last post by jaleco on May 06, 2018, 08:33:38 AM »
Hello Chingwa:
        I have purchase Eye Advanced in Unity Asset Store,It is Very useful。
But when I use it in ours game develop, Artist need change _IrisColorTex by _irisIndex,So I only change IrisColorTex to 4X4 16IrisMap In RGB and Alpha,

   //CALCULATE IRIS TEXTURE
   half iSize = _irisSize * 0.6;
   float2 irUVc = IN.uv_MainTex;
   irUVc = float2((IN.uv_MainTex.x*iSize) - ((iSize - 1.0) / 2.0), ((IN.uv_MainTex.y)*iSize) - ((iSize - 1.0) / 2.0));
   uint _eyeIndex = uint(_irisIndex);
   float2 iris_16_uv;
   iris_16_uv.x = (irUV.x + uint(_eyeIndex % 4)) * 0.25;
   iris_16_uv.y = (irUV.y + uint(_eyeIndex / 4)) * 0.25;
   //It seam correct at here

   _pupilSize = lerp(lerp(0.5, 0.2, iSize / 5), lerp(1.2, 0.75, iSize / 5), _pupilSize);
   irUVc = (irUVc*((-1.0 + (uvMask*_pupilSize))) - (0.5*(uvMask*_pupilSize)));//It need preserve for other tex coordinate

   //I donot know how to adjust this
   iris_16_uv = (iris_16_uv *((-1.0 + (uvMask*_pupilSize))) - (0.5*(uvMask*_pupilSize)));
   
        //get iris and pupil texture
   half4 irisColTex = tex2D(_IrisColorTex, iris_16_uv -offset);
        .................................................
   irisoffsettex = tex2D(_IrisColorTex, iris_16_uv -offset2).a;
       

please help.

                                                                                                               

thanks/
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the weather never changes
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so I found the issue with the wind... its not working with automatic random weather... manual and set it.. fix?
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Hmm somehow I got it working... But what should the wind rans be in the tenkoku lib?
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TENKOKU - Dynamic Sky / Re: bad shadows
« Last post by lennycom on April 26, 2018, 02:14:56 PM »
now is work good , but i upgrade version and ... ( print )
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