PBR and Custom Shaders

Teaching has put a real slow down on my ability to update the assets as frequently as I’d like. But, it has not stopped me from responding to support issues with alacrity, I’m pleased to say.
 
Currently I’m on Easter break so I’m managing to put in some time for the long-overdue switch to full PBR for the Unity 5.x version. I’m discovering that I can plug in the PBR lighting model into my custom shaders. That’s good news as I was scratching my head over how to implement my ‘cheat’ with static props not contributing to the light map atlas (a saving I have been quite proud of). The baked static environment can use the vanilla Unity 5 standard shader but I need a solution for my props. Looks like I’ve found it.
 
Hopefully, by the end of this Easter break, I’ll have the next version of the asset pack published. Expect a video explaining the changes around that time too.

Simon

Made with Mice is owned and run by experienced 3D artist Simon Cooper. Simon's career has spanned many years and several disciplines within the visual arts; including theatre set design, graphic design, photography, web design, film and games art production. The majority of his time over the last decade has been spent in video game art production; encompassing animation, environments, character design, user interface and full motion video production. His most recent work in games was with Curve Studios Ltd., in Islington, where he worked as Lead Artist on several Buzz! titles for Sony Entertainment Europe on the PSP platform. His last project with Curve was as Lead Artist on their own IP, entitled Explodemon - released through the Playstation Network early in 2011. Now he is working freelance to exploit the depth of his knowledge for the benefit of his clients.

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