0
Fixed

diffuse Seems darker compared to default materials

dangerfro 11 ár síðan updated by Freya Holmér (Developer) 11 ár síðan 1

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.

Answer

Answer
Fixed

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!

Not a bug

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.

Answer
Fixed

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!