Some of our shaders rely on an outline pass from a different shader, using the "Additional Use Passes" feature.
It works great. No complaints.
However, there seems to be a bug with ASE when i leave the shader graph open in the editor and hit "Play." (i'm honestly not certain if those conditions are ...
Search found 10 matches
- Thu Dec 20, 2018 8:36 pm
- Forum: Amplify Shader Editor
- Topic: [BUG] "Additional Use Passes" getting randomly deleted??
- Replies: 1
- Views: 2466
- Tue Nov 27, 2018 7:04 pm
- Forum: Amplify Shader Editor
- Topic: Can ASE reuse samplers?
- Replies: 9
- Views: 7257
Re: Can ASE reuse samplers?
Thanks!
Yeah, that's kinda what i figured. It would be a great addition. I'm positive that feature would make Amplify even more valuable to shader artists.
Yeah, that's kinda what i figured. It would be a great addition. I'm positive that feature would make Amplify even more valuable to shader artists.
- Tue Nov 27, 2018 2:31 am
- Forum: Amplify Shader Editor
- Topic: Can ASE reuse samplers?
- Replies: 9
- Views: 7257
Re: Can ASE reuse samplers?
Okay, i think i understand both of those scenarios, but i'm not sure that either of them are applicable to what i'm trying to do.
What I'd like to do is reuse the same sampler with multiple textures. Not multiple samplers with the same texture. I think this is where the confusion is.
This is ...
What I'd like to do is reuse the same sampler with multiple textures. Not multiple samplers with the same texture. I think this is where the confusion is.
This is ...
- Wed Nov 21, 2018 1:41 am
- Forum: Amplify Shader Editor
- Topic: Issue with Fresnel + Normal Map
- Replies: 4
- Views: 3139
Re: Issue with Fresnel + Normal Map
Hi Noors,
I'm not on the same version of Amplify as you, but I believe the fresnel node expects a world-space normal map as input, which might be why it isn't working for you.
As far as i can tell, ASE doesn't include a tangent-to-worldspace conversion node, so I created my own function to do that ...
I'm not on the same version of Amplify as you, but I believe the fresnel node expects a world-space normal map as input, which might be why it isn't working for you.
As far as i can tell, ASE doesn't include a tangent-to-worldspace conversion node, so I created my own function to do that ...
- Tue Nov 20, 2018 7:10 pm
- Forum: Amplify Shader Editor
- Topic: Is there a linear version of the color picker?
- Replies: 6
- Views: 3004
Re: Is there a linear version of the color picker?
It's certainly appreciated.
I imagine this would cause some confusion to a lot of shader artists, as the Color sampler is only in linear, but is displayed as sRGB. It turned out we were needlessly converting the color picker to linear before doing color math.
I imagine this would cause some confusion to a lot of shader artists, as the Color sampler is only in linear, but is displayed as sRGB. It turned out we were needlessly converting the color picker to linear before doing color math.
- Tue Nov 20, 2018 7:02 pm
- Forum: Amplify Shader Editor
- Topic: Can ASE reuse samplers?
- Replies: 9
- Views: 7257
Re: Can ASE reuse samplers?
Unless I'm doing something incorrectly, I can't connect the 'reference' sampler to a second texture object.
- Tue Nov 20, 2018 1:51 am
- Forum: Amplify Shader Editor
- Topic: Is there a linear version of the color picker?
- Replies: 6
- Views: 3004
Re: Is there a linear version of the color picker?
Sorry for the delayed response, Ricardo.
So after inspecting the actual shader code generated by ASE, it does in fact look like the color picker is sampled in linear. The preview inside ASE is just displaying it incorrectly.
So after inspecting the actual shader code generated by ASE, it does in fact look like the color picker is sampled in linear. The preview inside ASE is just displaying it incorrectly.
- Tue Nov 20, 2018 1:36 am
- Forum: Amplify Shader Editor
- Topic: Can ASE reuse samplers?
- Replies: 9
- Views: 7257
Can ASE reuse samplers?
I'm working on a custom Terrain shader, and am hitting the 14 sampler wall.
We're stuffing the textures to the gills. Each texture set is 5 textures packed into 2 RGBA maps (Color, Gloss, Derivative, AO, and Displacement all packed into 8 channels.)
Unity has macros that allow you to reuse samplers ...
We're stuffing the textures to the gills. Each texture set is 5 textures packed into 2 RGBA maps (Color, Gloss, Derivative, AO, and Displacement all packed into 8 channels.)
Unity has macros that allow you to reuse samplers ...
- Tue Oct 23, 2018 7:22 pm
- Forum: Amplify Shader Editor
- Topic: Is there a linear version of the color picker?
- Replies: 6
- Views: 3004
Re: Is there a linear version of the color picker?
Follow-up question, what methods are the "Fast" and "Exact" gamma corrections using?
Is "fast" using a lookup table?
Is "fast" using a lookup table?
- Tue Oct 23, 2018 7:17 pm
- Forum: Amplify Shader Editor
- Topic: Is there a linear version of the color picker?
- Replies: 6
- Views: 3004
Is there a linear version of the color picker?
At our studio, all of our color math is done in linear and then we convert to sRGB at the end of the graph. Even our color textures are imported as linear. This makes it simple and cheap to do color blending, etc..
The problem i'm encountering is that there doesn't seem to be a linear color picker ...
The problem i'm encountering is that there doesn't seem to be a linear color picker ...