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Question by JustFR · May 23, 2014 at 03:21 PM · componenteffectfogglowstrategy

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.

alt text

alt text

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.

alt text

Got any ideas?

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avatar image Fattie · May 24, 2014 at 07:45 AM 0
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you forgot to vote up the answer. if you say "thanks", then click "up"

avatar image JustFR · May 24, 2014 at 08:55 AM 0
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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!

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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"
 }
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avatar image JustFR · May 24, 2014 at 08:56 AM 0
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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.

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