Difference between revisions of "Unity Products:Fake Interiors/Manual"

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1. Begin by selecting the Fake Interior shader.
 
1. Begin by selecting the Fake Interior shader.
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2. When applying the effect to standard buildings, ensure that Y axis of your mesh points up.
  
 
{| style="width: 100%; horizontal-align: right;"  
 
{| style="width: 100%; horizontal-align: right;"  
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*Facade Smoothness: Set to 0 by default, optional texture use. (Metallic 0, can be customized using Amplify Shader Editor)  
 
*Facade Smoothness: Set to 0 by default, optional texture use. (Metallic 0, can be customized using Amplify Shader Editor)  
  
=== Textures ===
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=== Wall and Props Textures ===
 
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*Floor RGB: 1 floor texture.
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*Walls RGB: 2 wall textures XZ.
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*Props RGBA: 1 Prop texture for interior details, Alpha Cutout, can be toggled between X or Z axis(Switch Plane).
  
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=== Tiling and Offset ===
  
  

Revision as of 11:13, 7 November 2017

Installation

1. Open FakeInteriors###.unitypackage or import it directly from the Asset Store tab.

2. After Unity loads it will display the “Importing package” window, select All and click Import

3. Fake Interiors packageshould now be installed in your Unity project and it should have the following directory structure:

YourProject\Assets\FakeInteriors\
YourProject\Assets\FakeInteriors\Examples
YourProject\Assets\FakeInteriors\Examples\Materials
YourProject\Assets\FakeInteriors\Examples\Models
YourProject\Assets\FakeInteriors\Examples\Shaders
YourProject\Assets\FakeInteriors\Examples\Textures

Shader Overview

fs_t_1.jpg

1. Begin by selecting the Fake Interior shader.

2. When applying the effect to standard buildings, ensure that Y axis of your mesh points up.

Color and Brightness Control

  • Room Color Tint: RGB Tint
  • Room Intensity: Room Brightness

Facade Texture(optional)

  • Facade Albedo RGBA: Top texture layer suitable for simple exterior building textures or glass, stores Glass Alpha.
  • Facade Smoothness: Set to 0 by default, optional texture use. (Metallic 0, can be customized using Amplify Shader Editor)

Wall and Props Textures

  • Floor RGB: 1 floor texture.
  • Walls RGB: 2 wall textures XZ.
  • Props RGBA: 1 Prop texture for interior details, Alpha Cutout, can be toggled between X or Z axis(Switch Plane).

Tiling and Offset

fs_t_2.jpg