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Custom shader parameters from 3dsmax/fbx
So I have a set of custom shaders with some custom parameters. Now I want our artists to be able to work with these custom shaders in 3dsmax, tweaking the same custom properties. So I assume I can just make hlsl versions of my shaders and let the artist work with them. Now I can on fbx import tell unity which shader to use using an asset postprocessor, but how on earth do I map the custom shader parameters from the fbx to the right parameter in the unity shader? I know the parameters are in the fbx, but I can't access these from unity afaik. (Also, it would be nice to be able to pick a shader based on the settings in 3dsmax, so that I can pick an optimized version based on usage)
Or do I simply make sure the parameters in my 3dsmax DirectX material match the names of the ones in my Unity shader? Will that be enough, or will Unity only detect a certain set of shader property names?
Answer by jermaineatl · Jun 21, 2015 at 07:20 AM
Id probably imagine just reassigning shaders within unity might be an easier/complicated solution. So you can have your 3ds max shader and 3dsmax/unity converted shader. Im unsure if you can directly import a shader from max to unity, but id imagine if you created a similar shader using shader forge and then having them reassign shaders based off of that may help the process.
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