OBJECTIFY : HIGHLIGHT AND LOOT
Wipe away the tears of frustration and confusion from your players with this proffesional and affordable asset. Objectify will help you effectively direct your players attention the way you want and add excitement to any loot drop.
This asset contains shaders and effects that work in both Unity and Unity Pro. The five main highlight shaders have room for diffuse, specular, normal, and emissive maps. There are also three additional varient shaders that remove normals and specular to be more mobile friendly.
- five highlight shaders
- three mobile friendly varients
- eight Example Materials
- two loot sparkle particle systems
OBJECTIFY : Parameters & Definitions
SHADER PARAMETER DEFINITIONS:
Diffuse - This is where you put the texture that acts as the color of the surface of the material.
Specular - This is where you put the texture that controls how shiny your object is and what color that reflected light is.
Specular Power - This value controls how intense the shininess is on your material. Higher values can make the object look wet.
Normal - This is where you put your normal maps.
Normal Intensity - this value magnifies how intense your normals are.
Emissive On/Off - This check box decides weather or not the object is using the Emissive texture parameter. Off state simply
puts a value of 0 into this part of the shader. On state adds the emissive texture to the material.
Emissive - This is where you put your texture for any glow or color you want to see that will ignore lighting.
Pulse Speed - This parameter controls the speed of the cycle of which the material becomes bright and then dark again.
Fresnel Width - This slider controls how far the edge glow on the object reaches into the center of your object.
Fresnel Color - This parameter controls what color your outline and edge glow appear as.
Highlight Color - This parameter controls what color your outline and edge glow appear as.
Outline Width - This value controls how far the outline extrudes out from the original mesh this shader is applied to.
Glow/Extrusion Texture - This is where you put a noise texture that will add variation to the extrusion amount of outline
shaders. make sure to add textures that have a wide range of values from black to white preferably with no hard edges. This
can give the outline a nice jelly feeling
Pan Speed X - This value controlls how fast the Glow/Extrusion Texture pans on it's X coordinate.
Pan Speed Y - This value controlls how fast the Glow/Extrusion Texture pans on it's Y coordinate.
Outline Shader Fracturing -
One known issue that can occur is that the outline shader can appear to seperate from itself. It's caused by vertices
in the same location, but with different normals. A solution for this is to smooth your entire mesh, and make the
hard-edges in your normal map instead.
If you have any issues please contact me at firstname.lastname@example.org
I am a one man team so your patience is appreciated ^_^!