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Messages - pyrobon

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1
Support / Re: 2D Sprites with Normals and shadows
« on: December 07, 2013, 11:59:50 am »
Never mind, got it working.
Made some modifications comparing it to the Transparent/CutOut/Bumped Diffuse shader. The final code below. Thanks!

Code: [Select]
Shader "Transparent/Bumped Diffuse with Shadow" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Cutoff("Cutoff", Float) = 0.01
}

SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutOut" }
LOD 300

CGPROGRAM
#pragma surface surf Lambert addshadow alphatest:_Cutoff

sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;

struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};

void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}

Fallback "Transparent/Diffuse"
}

2
Support / Re: 2D Sprites with Normals and shadows
« on: December 07, 2013, 10:49:44 am »
Thank you!
I went for it, tried your shader. The normal map works but the 2D toolkit sprite doesn't cast any shadows. Any further suggestions?

3
Support / 2D Sprites with Normals and shadows
« on: December 05, 2013, 11:31:54 pm »
Hello!

I've been struggling with Unity 4.3 sprites. The default shaders can't take normals and after a few days of struggle, a friend shared a shader he wrote to make them compatible (Transparent-cutout-Bumped Diffuse wont work with Sprites gameobjects).
Happy days, my 2D Sprites can now take normals.  The thing is they won't cast shadows no matter what shader they use.
I'm thinking on acquiring 2D toolkit to see If I can have both things, but It's more prudent to ask first.

Does 2D Toolkit sprites have shader that takes normal maps and can it cast shadows from point lights (using deferred lighting, of course)? 

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