Monday, October 10, 2011
Using Unity 3D
Currently I working on several Unity 3D projects so I am trying to get a grasp of the shaders technology that is available. Unfortunately, custom shaders needs to be programmed/written because there isn't a material editor like UDK. This is a simple test of some custom shaders for Unity. The Ambient Occlusion is pre-rendered and is a separate texture. The final shader would store the Ambient Occlusion in a the Alpha channel and currently, the intensity of the shadow is adjustable without causing overexposure. Also the Ambient Occlusion directly affects the reflection.