n00b's RNM Shader Family for Unity 3
Description: This shader family is used for implementing Mirror's Edge style Radiosity Normal
Mapping in Unity 3. They require RNM maps exported from Autodesk Turtle or a comparable
rendering solution.
The shader family is divided into two sub-categories, one with specularity, one without. The
specular shaders have a term defined both by dynamic Unity lights and an environment map.
Basic RNM Shaders:
These 3 shaders are the most efficient/lightweight of the family in terms of instructions and
complexity of use.
RNM
This is the most basic shader in the family, and is the fallback for the more complex SM 3.0
shaders.
Inputs: Diffuse Texture, Normal Map, 3 Lightmaps
Controls: Color[RGB], Lightmap Color[RGB], Lightmap Intensity[0-X]
RNM - Cutout
The basic shader for alpha-cutout objects. SM 2.0
Inputs: Diffuse Texture, Cutout Map, Normal Map, 3 Lightmaps
Controls: Color[RGB], Lightmap Color[RGB], Lightmap Intensity[0-X], CutoutThreshold[slider]
RNM - Detail
This shader adds a detail color and normal map. The detail color map is alpha blended over
the base color map. The detail normal map is blended and normalized with the base normal
map (UE3-style).
Inputs: Diffuse Texture, Normal Map, Detail Diffuse Map, Detail Normal Map, 3 Lightmaps
Base Controls: Color[RGB], Lightmap Color[RGB], Lightmap Intensity[0-X]
Detail Controls: Detail Map Transform[xscale, yscale, xoffset, yoffset], Detail Weight[slider]