With all the evolutions and new stuffs inside VaM, and the fact that my most complicated scene takes ages to load. I decided to convert a lot of things, especially one : the whole geometry was hand-made inside VaM (believe me it was a pain). So I decided to rebuild it and make it a bit sexier inside Unity with Probuilder.
And i noticed something : shadows are rendered really differently on a VaM's cube surface with a few jpgs loaded as diff/spec/normal than on a basic surface with a material coming from Unity ( standard mat with spec setup ). You will find two shots at the end of the post. On the shots, the wall on the top is the one coming from Unity's geometry, on the bottom is the wall made from VaM's cube. So here is what I notice :
First ( left picture ) : the shadows are way darker with the exact same setup. This first picture is took with the initial setup I had on the scene. Pixel light, low quality shadow, shadow strength pretty low.
Second ( right picture ) : shadows are rendered as soft shadows on VaM's cube... not on the Unity surface. This time, still pixel light, but high quality shadows and shadow strength all the way up.
I initially thought that it could be a script to change how the shadows behave on the lights. Like for instance the NGSS plugin sold on the Asset Store. But since this is the exact same light which renders differently on two different surfaces, I would assume that it is more something related to the base material / shader of VaM.
So my question is : is there a way to find a shader like that somewhere and reproduce it in Unity to have the same behavior when importing assets into Unity. Or is it something that is caused by the fact that it is a "custom asset" loaded in VaM and we won't be able to get the same quality as what is produced on a Cube surface ?
Thank you very much in advance for the answer !
And i noticed something : shadows are rendered really differently on a VaM's cube surface with a few jpgs loaded as diff/spec/normal than on a basic surface with a material coming from Unity ( standard mat with spec setup ). You will find two shots at the end of the post. On the shots, the wall on the top is the one coming from Unity's geometry, on the bottom is the wall made from VaM's cube. So here is what I notice :
First ( left picture ) : the shadows are way darker with the exact same setup. This first picture is took with the initial setup I had on the scene. Pixel light, low quality shadow, shadow strength pretty low.
Second ( right picture ) : shadows are rendered as soft shadows on VaM's cube... not on the Unity surface. This time, still pixel light, but high quality shadows and shadow strength all the way up.
I initially thought that it could be a script to change how the shadows behave on the lights. Like for instance the NGSS plugin sold on the Asset Store. But since this is the exact same light which renders differently on two different surfaces, I would assume that it is more something related to the base material / shader of VaM.
So my question is : is there a way to find a shader like that somewhere and reproduce it in Unity to have the same behavior when importing assets into Unity. Or is it something that is caused by the fact that it is a "custom asset" loaded in VaM and we won't be able to get the same quality as what is produced on a Cube surface ?
Thank you very much in advance for the answer !