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I've been messing around with his awesome package for a while and found out a major limitation to this, since this is using the unity default Gradient tool it is limited to only have 8 Keys in a Gradient. For example if you're trying to do a toon look with the Recolor effects Fill and have the gradient to have a mode of Fixed you have to be very picky about which keys you have to use, thus preventing you from mapping out all the luminosities you need.
If it's possible, could splitting up the gradient into two separate ones be done?
Other than these little issues, I'd like to thank you for sharing this graphics toolset with us, it's been awesome to use so far, great job!
The text was updated successfully, but these errors were encountered:
Splitting the gradient into two separated gradients is technically possible, but does it actually work in UX wise? It also requires more shader variants (= more shader compilation time) and makes the shader slower than the current implementation. I think it's better to use other sophisticated methods like MatCap for such complex configurations.
That's a fair point yeah, or you could have a option to input a texture in place of the gradient? I'll definitely look into matcap but it seems like a hassle to setup.
I've been messing around with his awesome package for a while and found out a major limitation to this, since this is using the unity default Gradient tool it is limited to only have 8 Keys in a Gradient. For example if you're trying to do a toon look with the Recolor effects Fill and have the gradient to have a mode of Fixed you have to be very picky about which keys you have to use, thus preventing you from mapping out all the luminosities you need.
If it's possible, could splitting up the gradient into two separate ones be done?
Other than these little issues, I'd like to thank you for sharing this graphics toolset with us, it's been awesome to use so far, great job!
The text was updated successfully, but these errors were encountered: