Using Unity's Additive Blend Mode in Maya's ShaderFX

Using Unity's Additive Blend Mode in Maya's ShaderFX

trs_andre
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Using Unity's Additive Blend Mode in Maya's ShaderFX

trs_andre
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Hello,

 

I'm trying to reproduce a shader from Unity's Shader Forge in Maya's ShaderFX, but I'm having a problem changing to the "Additive" Blend Mode.

 

The object is completely black (the same as in Unity's poaqei ) but I want is to have another color, and transparent parts.

However, I'm accomplishing this without any texture file.

 

Is it possible to do it somehow?

 

Thank you in advance!

André Moreira

Game Developer / Technical Artist

LinkedIn

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1,572 Views
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Message 2 of 6

trs_andre
Collaborator
Collaborator

My apologies for the misspell.

In the above post, where it says "the same as in Unity's poaqei", should read "the same as in Unity's Opaque".

André Moreira

Game Developer / Technical Artist

LinkedIn

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Message 4 of 6

trs_andre
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Collaborator

Hi @sean.heasley, and thank you so much for your reply.

 

I have tried Layered Textures indeed, as well as Textured Layers, but I can't seem to get to nothing similar to the desired result. In fact, even if I connect the shader to the Textured Layer and apply a different mode, it only displays the color that is there by default, which makes me think that it doesn't support ShaderFX operations. Might this be right?

 

I have a ShaderFX Shader, which has its node graph. When applied to an object, it should make that object transparent, with some semi-transparent colored parts, but it just outputs an object with a dark color all along it (this color is specified in the node graph, but with the additive blend mode (blend one one) it turns to glowing reddish in Unity, and that's what I want to reproduce in Maya).

 

Thank you in advance for your support!

André Moreira

Game Developer / Technical Artist

LinkedIn

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Message 5 of 6

sean.heasley
Alumni
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Accepted solution

Hi @trs_andre

 

Ah it may be then that it doesn't support ShaderFX operations for that specific type of blending.

 

Sadly I think your best bet is sticking to Unity for your shader work as trying to rebuild them in Maya may be too complex/time consuming.

 

 

Message 6 of 6

trs_andre
Collaborator
Collaborator

I see, unfortunately it does seem that way...

Not only in this case, but also in other types of shaders, it would be great to have a 1:1 material export/import system without having to worry about assigning new materials or other things!

For the time being I'll have to find another way around!

 

Once again thank you so much for the details! Smiley Happy

André Moreira

Game Developer / Technical Artist

LinkedIn

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