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Question by alone1992 · Oct 05, 2013 at 03:11 PM · blenderuv mappingambient-occlusion

How import ambient occlusion from blender to unity?

hello I have an simple object ambient occlusion map in blender and I want to import it to unity.

but I don't know how & where can I use that map in unity3d to have better result?

in which menu or ... I can add my ambient occlusion map to my object in unity?

thanks

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Answer by meat5000 · Oct 05, 2013 at 03:20 PM

Select a shader on the object material that supports an Occlusion map and simply drop the file into it.

alt text


shader.jpg (119.4 kB)
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avatar image alone1992 · Oct 05, 2013 at 05:06 PM 0
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thanks , but I can't find any shader like your shader!?

avatar image meat5000 ♦ · Oct 05, 2013 at 06:34 PM 0
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There's one you can copy and paste on this page

avatar image meat5000 ♦ · Oct 05, 2013 at 06:37 PM 1
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Here's another

 Shader "Bumped Anisotropic Specular" {
 Properties {
 _Color ("$$anonymous$$ain Color", Color) = (1,1,1,1)
 _$$anonymous$$ainTex ("Diffuse (RGB) Alpha (A)", 2D) = "white" {}
 _SpecularTex ("Specular (R) Gloss (G) Anisotropic $$anonymous$$ask (B)", 2D) = "gray" {}
 _Bump$$anonymous$$ap ("Normal (Normal)", 2D) = "bump" {}
 _AnisoTex ("Anisotropic Direction (RGB)", 2D) = "bump" {}
 _AnisoOffset ("Anisotropic Highlight Offset", Range(-1,1)) = -0.2
 _Cutoff ("Alpha Cut-Off Threshold", Range(0,1)) = 0.5
 }
 
 SubShader{
 Tags { "RenderType" = "Opaque" }
 
 CGPROGRA$$anonymous$$
 
 struct SurfaceOutputAniso {
 fixed3 Albedo;
 fixed3 Normal;
 fixed4 AnisoDir;
 fixed3 Emission;
 half Specular;
 fixed Gloss;
 fixed Alpha;
 };
 
 float _AnisoOffset, _Cutoff;
 inline fixed4 LightingAniso (SurfaceOutputAniso s, fixed3 lightDir, fixed3 viewDir, fixed atten)
 {
 fixed3 h = normalize(normalize(lightDir) + normalize(viewDir));
 float NdotL = saturate(dot(s.Normal, lightDir));
 
 fixed HdotA = dot(normalize(s.Normal + s.AnisoDir.rgb), h);
 float aniso = max(0, sin(radians((HdotA + _AnisoOffset) * 180)));
 
 float spec = saturate(dot(s.Normal, h));
 spec = saturate(pow(lerp(spec, aniso, s.AnisoDir.a), s.Gloss * 128) * s.Specular);
 
 fixed4 c;
 c.rgb = ((s.Albedo * _LightColor0.rgb * NdotL) + (_LightColor0.rgb * spec)) * (atten * 2);
 c.a = 1;
 clip(s.Alpha - _Cutoff);
 return c;
 }
 
 #pragma surface surf Aniso
 #pragma target 3.0
 
 struct Input
 {
 float2 uv_$$anonymous$$ainTex;
 float2 uv_AnisoTex;
 };
 
 sampler2D _$$anonymous$$ainTex, _SpecularTex, _Bump$$anonymous$$ap, _AnisoTex;
 
 void surf (Input IN, inout SurfaceOutputAniso o)
 {
 fixed4 albedo = tex2D(_$$anonymous$$ainTex, IN.uv_$$anonymous$$ainTex);
 o.Albedo = albedo.rgb;
 o.Alpha = albedo.a;
 o.Normal = UnpackNormal(tex2D(_Bump$$anonymous$$ap, IN.uv_$$anonymous$$ainTex));
 fixed3 spec = tex2D(_SpecularTex, IN.uv_$$anonymous$$ainTex).rgb;
 o.Specular = spec.r;
 o.Gloss = spec.g;
 o.AnisoDir = fixed4(tex2D(_AnisoTex, IN.uv_AnisoTex).rgb, spec.b);
 }
 ENDCG
 }
 FallBack "Transparent/Cutout/VertexLit"

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