UNITY | PROJECT | RPG Tutorial |1. Textures & Lighting

2
Creating Cube | Snapping
3
Duplicating Cube | Snapping
3-1
Moving Cube Normally
3-2
Moving Cube with Snapping by pressing Ctrl
4
Creating Sphere named Ball | Adding RigidBody
5
Importing Textures

 

6
Applying Textures

when applying Textures, Materials are created automatically

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Creating Normal Map Texture
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Applying Normal Map Texture
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Texture | Tiling
  • Tiling x:3, y:3 = the number of the texture image is equal to 3×3
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Texture | Metalic | Source | Tiling
  • Tiling x:10, y:10 = the number of the texture image is equal to 10×10
11
Applying Texture | Metalic – Source : Albedo Alpha
12
Creating Normal Map Texture
13
Applying Normal Map Texture
14
Light | Directional Light

 

15-1
Changing Directional Light

 

15
Light | Point

 

16-1
Point Light

 

16
Light | Spot

 

17-1
Spot Light

 

17
Applying Texture & Normal Map Texture
18
Windows | Rendering | Lighting
19
Chaing Lighting option | Source – Radiant
20
Changing Shader | Legacy
21
Changing Shader | Particle
  • The change in Shader is applied to the Material too
21-1
Changing Shader
22
Basic Asset | FPS Player

 

22-1
FPS Playing

 

UNITY TUTORIAL | PROJECT | SPACE SHOOTER |6. Creating Shots

UNITY TUTORIAL | PROJECT | SPACE SHOOTER |6. Creating Shots

2
creating Empty GameObject & Quad for Shot
3
Texture for Laser
4
creating Empty Material to create Material for shot
5
creating Material
6
adding Material to “Mesh Renderer”
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Mesh Renderer | Material | Shader
8
changing Shader for Laser | Particle – Additive
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deleting collider for VFX
10
adding RigidBody & Capsule Collider to Shot | Trigger Collider
11
Creating Prefab
12
“Mover” Script for shot | RigidBody.Velocity | Start()
13
deleting instance of shot
ezgif.com-video-to-gif
creating instances of laser

UNITY TUTORIAL | PROJECT | SPACE SHOOTER |4. Adding BackGround

NITY TUTORIAL | PROJECT | SPACE SHOOTER |4. Adding BackGround

2
Adding “Quad” for Back Ground
3
changing the rotation of “BackGround” Qaud
4
Putting an image on “Back Ground” Quad
5
a texture for Mesh Renderer is automatically created
9
Scaling up the background with a specific ratio
10
changing the shader into “Unlit – Texture”, making the object independent of light, and displaying the texture as the original image
11
“Player” is buried in the middle of “Back Ground”
12
Moving “Back Ground” downward to make “Player” unburied