Not only can you get shaders that use newer graphic techniques, but you can also change the lighting equations, which can make dramatic changes to the appearance of Unity projects.Īt this point it starts to get harder to determine what engine a game was built with, but not impossible. Indeed one of Unities greatest strengths is that you can do this quite easily, either yourself or by purchasing them. Now once you start moving away from the Unity default shaders, by appending or replacing them with newer varieties then things start to look different and less like Unity. I wonder how many people bother tweaking that? Then there are simple things like a scenes ambient value. This also doesn't address the issue that you only have two lighting models (lambert and BlinnPhong) implemented in the shaders and of course everyone ends up with the same shadow mapping technique. I mean its odd that in the Unity manual is code for an example rim lighting surface shader, yet no rim lighting shader in the editor. Click to expand.I don't think anyone is saying that diffuse shaders equate to Unity, but that as many games tend to use the default shaders as shipped by Unity, then they are going to end up with the same basic looks because there is quite a limited selection and none have been keeping up to date with advance in graphics in the last 3-5 years.
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