Hello.
I'm trying to use Clip function documented here but I'm unable to find it in any shader type. Is there something I'm missing?
Alternatively, is there some other ASE friendly way of optimizing cutout sprites for minimizing overdraw / optimizing GPU performance?
Thanks.
Search found 9 matches
- Sun Jan 20, 2019 9:15 pm
- Forum: Amplify Shader Editor
- Topic: Clip function / sprite shader optimization
- Replies: 1
- Views: 1797
- Tue Dec 11, 2018 7:17 pm
- Forum: General Discussion
- Topic: Custom Render Texture
- Replies: 5
- Views: 9835
Re: Custom Render Texture
Gonna check it out. I'm sure it will help, since there can't be much to go wrong 
Thanks!
Thanks!
- Wed Dec 05, 2018 4:58 pm
- Forum: General Discussion
- Topic: Custom Render Texture
- Replies: 5
- Views: 9835
Re: Custom Render Texture
Why is this a problem for ASE?
Quoting from https://docs.unity3d.com/2019.1/Documentation/Manual/CustomRenderTextures.html it says:
The only mandatory steps when writing a shader for a custom texture are:
#include “UnityCustomRenderTexture.cginc”
Use the provided Vertex Shader ...
Quoting from https://docs.unity3d.com/2019.1/Documentation/Manual/CustomRenderTextures.html it says:
The only mandatory steps when writing a shader for a custom texture are:
#include “UnityCustomRenderTexture.cginc”
Use the provided Vertex Shader ...
- Tue Nov 20, 2018 3:47 pm
- Forum: Amplify Shader Editor
- Topic: RGBA to Texture?
- Replies: 9
- Views: 12081
Re: RGBA to Texture?
Understood.
Thanks for any effort you put into this, I really appreciate it.
Thanks for any effort you put into this, I really appreciate it.
- Wed Nov 14, 2018 4:54 pm
- Forum: Amplify Shader Editor
- Topic: RGBA to Texture?
- Replies: 9
- Views: 12081
Re: RGBA to Texture?
It would seem UE4 has this functionality, named PreparePerturbNormalHQ which is exactly what I need.
Is there nothing similar, or possible, with ASE?
https://answers.unrealengine.com/questi ... sible.html
https://twitter.com/klemen_lozar/status ... 5902910464
Is there nothing similar, or possible, with ASE?
https://answers.unrealengine.com/questi ... sible.html
https://twitter.com/klemen_lozar/status ... 5902910464
- Mon Nov 12, 2018 2:03 pm
- Forum: Amplify Shader Editor
- Topic: RGBA to Texture?
- Replies: 9
- Views: 12081
Re: RGBA to Texture?
It does not solve my problem, since what I have is an RGBA output and not a texture. (Here comes the problem from the topic title)
I mean, It's nice you I don't have to create the process of converting height to normal map myself, but I need to offset things to do that, which I can't do without a ...
I mean, It's nice you I don't have to create the process of converting height to normal map myself, but I need to offset things to do that, which I can't do without a ...
- Fri Nov 09, 2018 3:52 pm
- Forum: Amplify Shader Editor
- Topic: RGBA to Texture?
- Replies: 9
- Views: 12081
Re: RGBA to Texture?
I can provide UVs (as far as I understand them) for the RGBA images if that would help...
At the moment, I'm layering multiple noise textures with different panning/ rotations / tiling etc to create a fog effect.
I wanted to create a normal map from the resulting fog as if it was a height map ...
At the moment, I'm layering multiple noise textures with different panning/ rotations / tiling etc to create a fog effect.
I wanted to create a normal map from the resulting fog as if it was a height map ...
- Fri Nov 09, 2018 1:31 pm
- Forum: Amplify Shader Editor
- Topic: RGBA to Texture?
- Replies: 9
- Views: 12081
RGBA to Texture?
Is there a way to convert RGBA or other output to a texture node that can use UVs?
Alternatively, is there any simple way how to offset or rotate such RGBA outputs if I can't use the Texture Sample's UVs for these actions?
Alternatively, is there any simple way how to offset or rotate such RGBA outputs if I can't use the Texture Sample's UVs for these actions?
- Wed Oct 10, 2018 3:26 pm
- Forum: Amplify Shader Editor
- Topic: Shader variants
- Replies: 1
- Views: 2007
Shader variants
Hi.
I made a nice little custom lit sprite shader with quite a few options.
The default one is standard transparent and I created a duplicate for blending variants where I can customize types of Alpha Blend.
Now, I'd like to somehow merge these two, so that when I update the default shader, it ...
I made a nice little custom lit sprite shader with quite a few options.
The default one is standard transparent and I created a duplicate for blending variants where I can customize types of Alpha Blend.
Now, I'd like to somehow merge these two, so that when I update the default shader, it ...