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Once the material is created you can chose the material shader for skin from built in unity standard, custom shader or SineWave skin shader. | Once the material is created you can chose the material shader for skin from built in unity standard, custom shader or SineWave skin shader. | ||
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'''SineWave Skin Shader''' | '''SineWave Skin Shader''' | ||
− | * Main Color - Sets the color of the skin. | + | * Main Color - Sets the overall color of the skin. |
− | * Specular Color - | + | * Specular Color - Tints specular highlights of the skin. |
* Shininess - Sets the shine amount of the skin. | * Shininess - Sets the shine amount of the skin. | ||
− | * Rim Power - how rim lighting spreads around the edges of the model | + | * Rim Power - how rim lighting spreads around the edges of the model. |
− | * Rim HDR | + | * Rim HDR - Adds a boost to rim lighting, to enable it push into HDR values (i.e. Brighter than white) for bloom. |
− | * Normal Power | + | * Normal Power - controls power of normal map (allowing them to be more/under represented) |
− | * Tessellation | + | * Tessellation - allows DX11 Tessellation which smooth's geometry when camera is up close. |
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* Specular Amount - Sets the specular amount. | * Specular Amount - Sets the specular amount. | ||
* Gloss Amount - Sets how glossy the skin should look. | * Gloss Amount - Sets how glossy the skin should look. | ||
− | * Smoothness - | + | * Smoothness - controls specular highlights on PBR platforms (higher = tighter highlights), correlates with Standard shader. |
− | * Occlusion - | + | * Occlusion - controls ambient occlusion. |
− | * Loading color - | + | * Loading color - For internal use. PLEASE IGNORE THIS SETTING. |
+ | IMAGE | ||
− | == | + | ==Using Make clothing component to fit the Skin== |
Skin is a texture image that replaces the default skin of your avatar. Skins can be re made and uploaded in Sine Space using Virtual Goods component.
You can download the default avatar skin template from following links.
Once you have created the Skin save the PSD and import it back to Unity.
Setting imported Skin Texture
Image of Skin
Setting imported Skin Normal Map
Normal Map gives more definition to the skin.
Once you have imported the normal map
Image
you can create a new material and drag skin texture and normal map in normal map slot.
Once the material is created you can chose the material shader for skin from built in unity standard, custom shader or SineWave skin shader.
SineWave Skin Shader
IMAGE
Attach the virtual goods script and complete the submission process.
See Virtual Goods for more details on the virtual goods script.
To know more on how to create and upload skins watch the tutorial shown here
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