diffuse Seems darker compared to default materials
This isn't a huge issue but it's something I noticed recently. The diffuse map seems to be coming out darker than it does in the default materials when applied to a shader forge material. To compensate for this I've just been multiplying the final input by 1.5 or 2 before applying it to the diffuse output node.
I'm not sure if this is just me being picky or if it's a more common issue, figured it'd be worth sharing all the same.
Respuesta
Unity multiplies all their lighting information by 2, which is not a bug, but an old concept they've been stuck with. I can add a checkbox to enable/disable it if you want, but that would be another request :)
You can read was Aras from Unity says about it here: http://forum.unity3d.com/threads/94711-Why-(atten-*-2)
Hi Joachim, I found the same thing, I think when there is a checkbox it would be better because most shaders need to look like they receive the same lights as the standard Unity shaders. And a check box is better then manually putting the multiply nodes.
Unity multiplies all their lighting information by 2, which is not a bug, but an old concept they've been stuck with. I can add a checkbox to enable/disable it if you want, but that would be another request :)
You can read was Aras from Unity says about it here: http://forum.unity3d.com/threads/94711-Why-(atten-*-2)
Edit:
This is now fixed in Alpha 0.14 :)
There's now a checkbox for doubling all incoming light, which will make it match Unity's default shaders!
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Unity multiplies all their lighting information by 2, which is not a bug, but an old concept they've been stuck with. I can add a checkbox to enable/disable it if you want, but that would be another request :)
You can read was Aras from Unity says about it here: http://forum.unity3d.com/threads/94711-Why-(atten-*-2)
Edit:
This is now fixed in Alpha 0.14 :)
There's now a checkbox for doubling all incoming light, which will make it match Unity's default shaders!