So I had this probelm where Unity thought my normals were flipped.
Thankfully after days of going to forums and researching a solution was found.
If you create a Shader script and paste this in
Shader "Custom/NewShader" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
Cull Off
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
Combine texture * primary DOUBLE, texture * primary
}
}
}
}
Then you save. Create a material and select custom in the drop down menu. This will give you the option to pick your "New Shader" Once you have it set up like that you just pick your texture for the mesh and apply to the mesh. VOILA le done.
Lisa Richards Digital Artist
Tuesday, February 12, 2013
Friday, February 8, 2013
Why dont you work?!
Been importing things into Unity recently. I've been exporting with .fbx from 3DS Max
So i have this astronaut that has an animation. But when I import in him into Unity it looks like his normals are flipped. They arent in max but the error is this weird see thru mesh thing...
Any way so far I've checked to make sure the shader is marked Diffuse instead of Transparent/Diffuse
Played with the Axis Converison... Going to do more research. Hopefully something works.
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