Gabriev

  • 2018年9月21日
  • 注册于 2015年7月1日
  • I noticed that after updating Unity the emission channel doesn't produce HDR effects, even if the Emission Power is set to very high values. To fix this I cannibalized the Standard Shader and its implementation of emission channel:

    on line 704 of SpriteShaderGUI.cs - replaced this

    _materialEditor.TexturePropertyWithHDRColor(_emissionText, _emissionMap, _emissionColor, new ColorPickerHDRConfig(0, 1, 0.01010101f, 3), true); 
    

    with this

    _materialEditor.TexturePropertyWithHDRColor(_emissionText, _emissionMap, _emissionColor, new ColorPickerHDRConfig(0f, 99f, 1 / 99f, 3f), true);
  • @ToddRivers We modified the shader by adding Emission Power to it. (it's the last version, before your fixes). Feel free to include it in your package. It can be used to achieve brighter/more intensive light from the glow map and combined with some postprocessing like simple bloom it can produce neat effects:

     Loading Image

  • @ToddRivers thanks a lot for implementing the emission channel! It works quite nice as you can see:

    character in full light
     Loading Image

    character in almost no light
     Loading Image

  • Hi, I'm currently testing the shaders in the project my team's working on and so far I like them a lot.

    I would also like to join LoneWarrior in request to add an emission channel to the shader.

  • I'd also like to express my anticipation for this feature. My team and I are currently working on a project that would greatly benefit from having native support for normal and emission maps. Standard Unity material is pretty good but it can behave a bit wonky with Spine.