Below are few screenshots of a shader I am working on.
It blends two sets of texture maps (Diffuse, Normal, Specular) based on vertex alpha and diffuse alpha channel. And applies snow color, normal map & specular for pixels facing upwards.
Here are couple of random ones –
Most basic use of copy SOP in Houdini and environment map shader in Unity3D.
Houdini Engine allows super-fast iteration of assets as well as procedural-ism to its best.
After few web searches & reading blogs, I have realized that my free wordpress.com account is no good for hosting Unity3D files & displaying in the blog posts.
However, as plan B, I am going to store Unity web deployment on Dropbox (as public link) and refer to it from the blog.
Not elegant but functional for now.
Content is very rough at the moment but below are basic controls.
Left mouse = Orbit, Middle mouse = Pan & Right mouse = Zoom in/out
Left/Right arrow keys = Scroll up and down current row of shaders
Started to setup Unity scene by adding rows of shaders categorized by techniques.
For now, I plan to keep each technique isolated and not mix with another ones.
However, it won’t be strictly true as lighting models will be applicable to other techniques (i.e. Texture blending, Vertex animations etc…)