Hello,
Thank you for the quick reply, we would be happy to help.
moushkka wrote:Yes. If you could send me an example project that would be great
I'm using Unity 5.3.2
I prepared an example project using multiple tiles and the legacy tesselation shader, i'm going to send it via PM with a few additional notes. There seems to be a problem with
tesselation shader tilling and the fix is not ideal, unfortunately we currently cannot provide a fully working Unity 5 Standard tesselation shader. Using alternative custom shaders such as the one found in the Alloy package should allow you to bypass the current limitation, we would also be happy to convert free alternatives such as the
DX11 Free Tesselation Shader if it fits your project requirements.
When using legacy shaders be sure that the correct preset(1) is selected in the Virtual Texture, you will need to rebuild the VT after changing the preset. Make sure that the required channels are also enabled, in this particular case the Displacement Channel(2).
moushkka wrote:I don't currently have access to the alloy physical shader framework.
I'm trying to decide whether to use amplify texture for a new project, and haven't yet decided on what other packages to use.
No problem, if you do get a chance be sure to try it out, it's a great alternative to the Standard Unity shaders.
moushkka wrote:What I'm currently trying to do is using Zbrush's multi map export to get get color normal and displacement maps into Unity.
Using the
Amplify Texture/Legacy Shaders/Tessellation/Bumped Specular (displacement) shader I can get the base color and normal maps to work.
The displacement doesn't want to play though. And I get no sensible error messages
Is your build target set to desktop and are you currently using DX11? The project I sent you should work out of the box, be sure to let us know if you see any warnings or errors in the Unity console.
moushkka wrote:The displacement maps exported by Zbrush are psd files. Is that something that amplify texture likes? Are there any docs on exactly what kind of file formats amplify texture accepts?
We do not recommend using PSD files for actual textures, or any other type of texture that requires further manipulation by Unity, not only does it take longer to process it uses more memory leading to unavoidable crashes when importing large Multi-Tile Texture Collections; Unity converts your PSD textures into a usable format in the background.
You can use any type of bitmap texture supported by Unity with AT2 such as TGA, PNG, TIF or even EXR.
moushkka wrote:The bumped specular shader says Heightmap (A) in the inspector for the displacement map.
Does that mean that the displacement should be in the alpha channel of the specified image?
You could if you stored your Displacement in your Normal Map Alpha Channel for example, is this particular case you can simply use a displacement texture collection.
moushkka wrote: Also, I want to create my own shader that use amplify texture. But I can't seem to find any documentation for any of your shader code. Are there for example any docs for the functions in Shared.cginc?
Yes, you can convert almost any type of shader. Be sure to check section 14 -
How To Convert Your Own Shaders of the
Amplify Texture 2 Manual.
Let us know if you have any additional questions, we would be happy to help.
Thanks!