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Glowing effects in Unity
Hey guys, I'm building this level, but can't find a way to do what my mind wants to do with the scene. Got any ideas?
Assets are placeholders.
I tried adding a Glow component to some cells, but I can only get that glow to be spherical, and I think that causes problems and turns into sharp edges where it collides with the ground mesh. Also, when you zoom in, glow disappears, and I don't want it to! I also tried with some fog, but it did little to help.
Got any ideas?
you forgot to vote up the answer. if you say "thanks", then click "up"
Sorry, for some reason I had the crazy idea comments down here were only up to 10 characters for new users. Yeah. As for voting, I tried too, but upon doing it "this cannot be voted up by you until you have at least 15 reputation." So that's that. Thank you for the heads up though!
Answer by loihb · May 23, 2014 at 10:33 PM
Here is Diffuse Wrapped shader, written it long time ago.
Shader "Project/Diffuse_Wrapped" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
//full shadows
//#pragma surface surf WrapLambert fullforwardshadows
//no shadows
#pragma surface surf WrapLambert
//#pragma lighting ToonRamp exclude_path:prepass
inline half4 LightingWrapLambert(SurfaceOutput s, half3 lightDir, half atten) {
//#ifndef USING_DIRECTIONAL_LIGHT
//lightDir = normalize(lightDir);
//#endif
half NdotL = dot (s.Normal, lightDir);
half diff = NdotL * 0.5 + 0.5;
half4 c;
c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten * 2);
c.a = s.Alpha;
return c;
}
sampler2D _MainTex;
float4 _Color;
struct Input {
//float2 uv_MainTex;
float2 uv_MainTex : TEXCOORD0;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
//o.Alpha = c.a;
}
ENDCG
}
Fallback "VertexLit"
}
Hi loihb, thanks for answering so quickly! And best of all, your shader works like a charm. Could you take a few $$anonymous$$utes to please explain what the shader does, in general terms?
It doesn't look like it's glowing on the outside, only on the inside. I did some lightmapping tests too, and my mesh got some weird results.
Your answer
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