We're still casting about for a consistent look for Energy Hook - one that's inexpensive but cool. I've been leaning towards fairly flat-shaded on most things because flat-shaded has a "I meant to do that" sort of look to it - where if you texture then you can easily have inconsistent or insufficient texel density or inconsistent art styles on the different textures - but it's probably too abstract. More surface detail looks like we're giving it more care and helps with the sensation of motion - when you're running along a flat-shaded floor it's kind of hard to tell how fast you're moving.
So here's some before and after from what I've done this weekend. These beige tiled buildings will probably go away soon anyway, but in the meantime...
Which one do you like better?
Playing around with the look has meant changing shaders on a bunch of materials at the same time, and I made life easier on myself with this editor script, which takes all the shaders of a given name in the scene and changes them to another.
/*
This file is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to
*/
using UnityEngine;
using UnityEditor;
using System.Collections;
// ReplaceShader
public class ReplaceShader : ScriptableWizard
{
public Shader oldShader;
public Shader newShader;
[MenuItem("Custom/Replace Shader")]
static void CreateWizard ()
{
ScriptableWizard .DisplayWizard ("Replace Shader", "ReplaceShader");
}
void OnWizardCreate ()
{
//Transform[] Replaces;
//Replaces = Replace.GetComponentsInChildren();
Renderer[] renderers = GameObject.FindSceneObjectsOfType (typeof(Renderer)) as Renderer[];
foreach (var renderer in renderers) {
foreach (Material m in renderer.sharedMaterials) {
if (m.shader == oldShader) {
m.shader = newShader;
Debug.Log (m.name);
}
}
}
}
}
Call it "ReplaceShader.cs", put it in your \Assets\Editor folder, and use at your own risk - back up your stuff first. It'll mess up all your materials just like magic.
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