An inverted normals ambient occlusion map is used as a thickness map. This approach could be further extended with an SDF of the model to perform more accurate refractions.
An inverted normals ambient occlusion map is used as a thickness map. This approach could be further extended with an SDF of the model to perform more accurate refractions.
They are generated using 2D noise sampled in froxel space and ray-marched in screen space.
They are generated using 2D noise sampled in froxel space and ray-marched in screen space.
Just go to the templates and select "Operator Mesh UV". Bake the first UV as it is, and the second one using XZ instead of XY. You’ll need to adjust to Unity’s coordinate system like so:
pivot = float3(-uv0.x, uv1.y, -uv0.y);
Just go to the templates and select "Operator Mesh UV". Bake the first UV as it is, and the second one using XZ instead of XY. You’ll need to adjust to Unity’s coordinate system like so:
pivot = float3(-uv0.x, uv1.y, -uv0.y);