finepointcgi wrote:Hello!
First I want to say thanks for making such a great program. Its really elevated my work and my understanding of shades in Unity. Im running into a problem with isolating the edges of a mesh to apply detail like damage. I don't even know where to begin, most of the nodes I don't know what they do so im sure im just missing something. Could a shader be made that Test adjacent polygons to find corner of the geometry. Any help would be appreciated.
Kind of like this
https://docs.unity3d.com/540/Documentat ... ffect.html but I want to apply a normal map instead of drawing a line.
Thanks,
Mitch
Hello finepointcgi, thank you for your support and kind words!
Regarding your question, detecting edges using only a shader can be a bit tricky, usually you would aid the process by providing some additional information to work with.
We recommend vertex painting your edges in order to mask the intended textures as a rather simple way of achieving the effect you desire, be sure to check out this
cool free vertex painter.
You would then use a node setup similar to the following one to lerp between a damaged and non-damaged texture by using the previously painted Vertex Color channel as the alpha.
- image (10).jpeg (233.62 KiB) Viewed 2155 times
Another interesting solution for damage detail would be to use a decal system, such as
this one.
Please let us know if you have any further questions, thanks!