Search found 17 matches
- Mon Apr 08, 2019 6:58 pm
- Forum: Amplify Shader Editor
- Topic: World light direction fallback
- Replies: 3
- Views: 20680
Re: World light direction fallback
You were on the right track but instead of the light direction vector use light intensity. If there is a real time light in the scene, light intensity will always be greater than zero. You can get light intensity from the light color node.
- Sun Mar 17, 2019 2:29 am
- Forum: Amplify Shader Editor
- Topic: Help with Texture Projection
- Replies: 2
- Views: 3183
Re: Help with Texture Projection
Sounds extremely similar to what's going on in a previous post. Try the solution offered in this post
http://amplify.pt/forum/viewtopic.php?f=23&t=914
http://amplify.pt/forum/viewtopic.php?f=23&t=914
- Wed Feb 20, 2019 3:12 am
- Forum: Amplify Shader Editor
- Topic: Blending 2 shaders?
- Replies: 3
- Views: 3098
Re: Blending 2 shaders?
From what it looks like from the media you shared I believe you could do this in Amplify quite easily using the Outline node with the culling set to back instead of front. After that you can feed whatever effects you want straight into the outline.
- Mon Feb 04, 2019 4:32 pm
- Forum: General Discussion
- Topic: Avoid visual texture tiling repetition
- Replies: 3
- Views: 49581
Re: Avoid visual texture tiling repetition
I decided to take a crack at this since nobody responded yet. I attempted to use technique 3 in my shader here. My math could be better, but this is the basis of how it works and it works pretty well. The issue with mine is you can see the seams sometimes appear in parts of the rotated texture but ...
- Sun Jan 20, 2019 8:53 pm
- Forum: General Discussion
- Topic: Sliders in Amplify Shader Functions?
- Replies: 5
- Views: 58879
Re: Sliders in Amplify Shader Functions?
Just set a maximum and minimum value to any of your floats and it should add a slider automatically
- Tue Nov 20, 2018 10:07 pm
- Forum: General Discussion
- Topic: A template for custom lighting
- Replies: 1
- Views: 4296
A template for custom lighting
I attempted a couple times and failed hard a couple times at creating a template that mimics what it's like just creating a custom lighting shader. All I want to do is add multiple outline passes to it so I can simulate fur but I am just crap at reading the code. It's easy enough to at least add ...
- Sun Nov 11, 2018 5:41 pm
- Forum: Amplify Shader Editor
- Topic: Values not adding up correctly
- Replies: 2
- Views: 1616
Re: Values not adding up correctly
Use a saturate node this will clamp the values of the noise between 0-1
- Fri Oct 26, 2018 6:06 pm
- Forum: General Discussion
- Topic: Tesselation on terrain
- Replies: 5
- Views: 9381
Re: Tesselation on terrain
No need to apologize! You guys are the best and your support is unmatched. You guys make my purchase more and more worth it each day I experiment with the editor. Keep up the great work. Also thank you, Francois85, your resources did help me out and taught me a bit, thank you!
- Thu Oct 25, 2018 5:27 pm
- Forum: General Discussion
- Topic: Tesselation on terrain
- Replies: 5
- Views: 9381
Re: Tesselation on terrain
Okay so tessellation started working. My issue was the UVs were wrong so the heightmap was just balooning the terrain. :lol:
I've got a new problem though, regarding the more than four splats aspect of my post. This is the result I get when I use over four splats.
https://i.gyazo.com ...
I've got a new problem though, regarding the more than four splats aspect of my post. This is the result I get when I use over four splats.
https://i.gyazo.com ...
- Tue Oct 23, 2018 7:22 pm
- Forum: General Discussion
- Topic: Tesselation on terrain
- Replies: 5
- Views: 9381
Tesselation on terrain
Been googling for a couple hours now trying to figure out how to add height maps to my terrain textures using tessellation. So far, no luck. The problem I keep running into is Unity saying it can't use terrain that relies on tangent geometry. Is there any way around this? I'd really like to be able ...