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  • This page describes BallisticNG Unity Tool features which are related to "Unity materials".
  • "Unity Materials" & "Unity Shaders" are outside the scope of this documentation (see Unity's explanation).

Materials[edit | edit source]

Provided with the BallisticNG Unity Tools are a set of shaders.

BNG shaders

These shaders are designed as placeholders which will be replaced when your track is loaded into the game.

When creating a material, set the materials shader to anything in the BallisticNG category. If you want to force a material type (or use billboard materials) then see the next section.

Double sided materials means that both sides of a mesh face are drawn. It's up to you to decide how to use these but it's recommended you use double sided materials for the track mesh (i.e.: track floor & wall) and single sided materials for scenery.

Illumination in materials is additive, meaning you want a black background with colors on for illumination maps.

Below lists the shaders provided by BallisticNG Unity Tools.

  • <todo>
Additive Vertex Alpha
  • <todo>
  • Use on skydomes
  • An unlit material
Track Pad
  • <todo>

VertexLit (Double Sided)

  • Use with non-transparent textures
  • An opaque material
VertexLit (No Clip)
  • Use on objects that still need to be drawn from far-away
  • An opaque material, that still shows if you're very far away from it
  • Ignores the maximum clipping distance defined in the BallisticNG settings menu
VertexLit Cutout

VertexLit Cutout (Double Sided)

  • Use with textures that have an opaque foreground, and transparent background
  • An opaque material that can be clipped within a set alpha threshold
VertexLit Transparent

VertexLit Transparent (Double Sided)

  • Use with semi-transparent textures.
  • A transparent material, transparent objects can be subject to incorrect render order problems due to the nature of BallisticNG using forward rendering. Keep this in mind before making environment decisions.

Ballistic Material[edit | edit source]

"Ballistic Material" is a script that contains a drop-down of options for forcing a material type.

BallisticNG material dropdown

This is not the suggested method of applying materials, but is required if you want to use the "Billboard" material.

You can attach this to any objects with a "Mesh Renderer". You can attach it by going to "Component > BallisticNG > Rendering > Material" on Unity's menu bar.