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Learning Shaders (Part 2)

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The glorious tree!     One of the biggest things I didn't understand, was that graphical images aren't double sided unless you intend them to be. I realize now, that's a "cost" saving measure. If you aren't familiar with game development/programing lingo, "cost" is basically  equivalent "resources" in the sense that computers only have a certain amount of resources they can allocate to any given game scene. If a side isn't visable, then there is no reason to draw it. This tree in the picture isn't perfect, but I plan on fixing later when I get the chance, since the trunk shouldn't be double sided (you can't and shouldn't see inside the trunk.). However, the leaves need to be double sided, so they are. As soon as I figure out how to animate this tree with wind effects, I will create an extremely large area filled with them, so I can watch for slow down. In theory, Unity does a good job with this anyways, since Unity's...

Learning Shaders (Part 1)

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     I don't know anything about shaders, and honestly, it looks confusing as all hell. But in theory, I will only need to learn how to use it once, as most of the design choices in the game will only require one shader shared universally. Let me show you what the tree looks like after making some selections. This is what the tree looks like using the Legacy Transparent Cutout shader. Looks like plastic. Shiny. Here is the Partical Surface shader, but the problem, with this (and you might not see it here), is that the draw order is wrong, causing massive clipping and clip through. It shouldn't look like that. Here is the basic "cutout" shader. It doesn't provide any "shade" at all. On one hand, its nice to actually see it without any shadow effects, as this is the "intended" look based off the sprite sheet. But I would like some basic shading. In fact, if I could get some basic cell shading, that would be wonderful, but I want to at least see m...