Custom texture casting in Unity

In this post we will look at how to cast textures for custom shaders in Unity using compute casters. This is very useful if you have non-standard shaders that use custom texture channels.

Reuse proxy models with surface mapper

In this blog we'll showcase how the surface mapper enables reusing the same model as LOD levels for multiple models with different topology. It also showcase how you can bake materials to an self supplied proxy model.

Aggregation with multiple output materials

In this blog we'll showcase how to use a mapping image with multiple output materials. This enables you to perform material merging on an asset with both opaque and transparent materials.

Using your own shaders for material baking with Compute Casting

Today we will look at how to create proxies for object with custom shaders. We are going to use compute casters in combination with scene descriptions serialized to xml files to create a batch processor indented to process HLOD meshes. We'll also cover clipping planes.

How to find correct settings for a scripted pipeline

In this post we'll cover how to find the correct settings for a scripted pipeline by exporting a pipeline created using the user interface.

Troubleshooting gamma issues

If you have processed assets in Simplygon and the output had another color shade, then this post is for you. In this post we'll go through how to detect and solve gamma issues.

Use shading network to recreate normal maps

This example show how you can use shading networks to recreate a normal map that had it's blue channel removed.

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