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Probably, because of shaders. FlatColor shader looks like solid black, when I change to StandardVertexTransp it looks similar to normal, but looks like it have z-order of faces wrong
I haven't work on Unity for a good amount of time, I didn't notice this project was not wokring on newer version of Unity anymore.
If I had to do it again, I'd pick UV mapping over Vertex Color too, simply because using it is working with Unity default standard shader (unlike vertex color)
I don't know if you are still using this project, but it has been updated to work with newer versions of Unity (tested on Unity 2017.2) and is working with standard shader
Probably, because of shaders. FlatColor shader looks like solid black, when I change to StandardVertexTransp it looks similar to normal, but looks like it have z-order of faces wrong
http://i.imgur.com/oWkxVLC.png
Suggested fixes:
use tex coords instead of color:
And use standard shader and a palette png that MagicaVoxel generates when exports obj.
void vert (inout appdata_full v, out Input o)
to
void vert (inout appdata_full v, out v2f o)
(i.e. do not lose vertex position along the way)
Result is still looks pretty meh, because unshaded
I have also found this shaders that seems to do the trick
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