BlenderFX for Unity3D

minedesertSoftware and s/w Development

Oct 31, 2013 (4 years and 8 months ago)


BlenderFX for Unity3D
What si BlenderFx?
you to create

combining different textures.This

shader is ideal to create complex materials to be applied to any mesh.
There are different ways to import BlenderFX in a project.
Through Asset Store, using the file menu of Unity, or with a drag and drop the packet.

From the File menu of Unity (Assets> Import package>Custom package)
and select

the package to be imported into the project BlenderFX
When you see this view, click Import to transfer files in your project.

The inputs to work with the materials are as follows:
Layer 1

Overall brightness

Texture 1 color

Texture 1 map

Texture 1 normals

Texture 1 specular color

Texture 1 specular intensity

Texture 1 specular map

Texture 1 gloss intensity
Layer 2

Texture 2 color

Texture 2 map

Texture 2 normals

Texture 2 specular color

Texture 2 specular intensity

Texture 2 specular map

Texture 2 gloss intensity
Layer 3

Mask Texture
Layer 4

Detail color

Detail brightness

Detail Map

Detail Opacity
Here is a diagram showing how the layers are assembled:
Editing Textures
To edit textures you can use a graphics program such as Photoshop. Alternatively you

can find free programs on the network, such as
, or
You can get the normal maps through Unity. To do this, select a texture with diffuse

color. In view inspector tick the "normal map" on the drop-down menu under the item

type texture, and click apply. If you use Photoshop you can use the free plugins

available on the web, such as the NVIDIA
normalmap filter
Set a material with BlenderFX
Create a new material in the project view (right click > create > material).
Select the material you just created and go to view inspector.
Now select the shader BlenderFx from the pulldown menu. (ArtLeaf3D >

If everything is done correctly you should see the parameters of the shader.
Now we select the textures you need to set the material.
BlenderFx combines 2 layers using the gray scale of a texture. The gray scale

determines the opacity of the 2 layers fused together. Typically, the fourth layer is

used to create shadows spread. Using a model in FBX format you can change the tiles

of a channel. This can be useful to create such as a wall with texture repeated.
The first 2 layers are composed of the following parameters:




Specular texture.

Specular intensity

Gloss intensity
The third layer combines the first 2 through a gray scale which determines the

opacity of the first and second layer fused together.
The fourth layer is used to create the details of the material. This will be added to the

first 2 layers. The inputs are the following:




The shader works correctly even if they are not used all the layers, for example it is

possible to set only the first and the fourth layer to obtain a material composed of 2

maps of diffuse color. If you want to merge the first 2 layers, you need also the third

layer to set the mix of textures.
After you have selected and added textures in BlenderFx shader, you can start

changing various parameters to obtain the best result for your material.

To apply a material, just to drag and drop the material,
from the project view to view

the scene, on the desired mesh.

The changes are in real time and can be observed both in the visual scene and in

game view in Unity3D.
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