Quill shader and post-processing in Unity
Great phone call in Virtual Animation Discord forum with Nick Saunders, about how to import Quill into Unity with the Quill colour shader, so that the mesh can reflect and react to light.
Notes:
Import a capsule into Unity - represents a good head height for a VR camera
Imported Quill mesh, click on the fbx file in the project window (with the fly out arrow) - this brings up the inspector on the right with Model/Rig/Animation/Materials tabs.
Set scale factor to '200'. Quill exports with two materials per mesh, but it's not.
Drag Quill shader onto mesh. Double-sided 'yes'.
Unpack prefab - right click on mesh in hierarchy and click unpack prefab
The Quill shader is unlit, meaning it cannot react to light.
To make the mesh react to light...
Right click and create new folder 'Materials' import new asset>Standard Vertex Shader>right click create material>drag standard vertex shader on to material>drag onto mesh.
(I clicked on the fly-out fbx file to bring it up in the inspector. Then clicked in the project list for materials and selected Standard Vert Shader - drag into option box. Click apply)
Takes on the appearance of a blinn material in Maya.
If post-processing with the post-processing stack, go to build settings,
File>build settings>player settings>graphics>(set Scriptable Render Pipeline Settings to None) - the Quill shader will not work with universal renderer.
Install post-processing from Window>Package Manager. Each project has it's own installs - installs are not the same as Maya plugins for example and do not import and then show up in every project. Download for each individual project.
Once post-processing is imported, go to the main camera in the hierarchy
Add component
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