Hum, because the shader has multiple pass, I would have to add the speedtree vertex struct (and every else I need) for each pass manually (instead of using #include SpeedTreeCommon.cginc). Looks horrible haha :D
I think we will just make our own custom shader by hand, if at some point you want to ...
Search found 39 matches
- Wed Jan 16, 2019 5:54 pm
- Forum: Amplify Shader Editor
- Topic: SpeedTree template
- Replies: 3
- Views: 2234
- Wed Jan 16, 2019 2:20 pm
- Forum: Amplify Shader Editor
- Topic: SpeedTree template
- Replies: 3
- Views: 2234
SpeedTree template
Hi there !
In our project we would like to take the advantage of the speedtree base shader for our foliage bought on the asset store (from the speedtree library) but add more stuff into it.
At first I thought I would simply need to call the same function they call on their base shader (which is ...
In our project we would like to take the advantage of the speedtree base shader for our foliage bought on the asset store (from the speedtree library) but add more stuff into it.
At first I thought I would simply need to call the same function they call on their base shader (which is ...
- Mon Dec 31, 2018 3:37 pm
- Forum: Amplify Shader Editor
- Topic: Shader functions issue ?
- Replies: 1
- Views: 1441
Re: Shader functions issue ?
Nevermind, the issue was not coming from here, so it looks like having public variables works as intended.
Cheers !
Cheers !
- Mon Dec 31, 2018 3:11 am
- Forum: Amplify Shader Editor
- Topic: Shader functions issue ?
- Replies: 1
- Views: 1441
Shader functions issue ?
Hi !
I'm currently making a snow shader, and for vertex offset calculation I've made a shader function so I can use it from different places. It works well but I've seen one small issue so I want to clarify a subject.
If you create public properties inside a shader function, ASE will let you do it ...
I'm currently making a snow shader, and for vertex offset calculation I've made a shader function so I can use it from different places. It works well but I've seen one small issue so I want to clarify a subject.
If you create public properties inside a shader function, ASE will let you do it ...
- Thu Dec 20, 2018 7:42 pm
- Forum: Amplify Shader Editor
- Topic: HDRP and PS4 support
- Replies: 5
- Views: 2939
Re: HDRP and PS4 support
Oh, just a quick question, is there any option to set to activate PS4 support? Back then when I was using Shaderforge, I had to activate the support for PS4 and Xbox one platforms.
- Thu Dec 20, 2018 2:16 pm
- Forum: Amplify Shader Editor
- Topic: HDRP and PS4 support
- Replies: 5
- Views: 2939
Re: HDRP and PS4 support
Will do it !
Thank you and happy holidays
Thank you and happy holidays
- Wed Dec 19, 2018 8:40 pm
- Forum: Amplify Shader Editor
- Topic: HDRP and PS4 support
- Replies: 5
- Views: 2939
HDRP and PS4 support
Hi there !
We are currently making a title for the PS4, and we made some custom shaders using ASE. They work well on PC but fail to compile when targetting the PS4.
Errors like this:
Shader error in 'Dome_Energy': Program 'Frag', storage class 'uniform' may not be used in this context at line 95 ...
We are currently making a title for the PS4, and we made some custom shaders using ASE. They work well on PC but fail to compile when targetting the PS4.
Errors like this:
Shader error in 'Dome_Energy': Program 'Frag', storage class 'uniform' may not be used in this context at line 95 ...
- Mon Dec 03, 2018 3:44 pm
- Forum: Amplify Shader Editor
- Topic: HDRP and SSS
- Replies: 11
- Views: 9711
Re: HDRP and SSS
BTW is it possible to expose this value to the material properties? I have a complex shader for a tree, split into two materials (trunk and foliage) but I want my foliage to have transparent blend while my trunk will remain opaque.
I've heard about "ase_all_modules" but I have no clue how to use it ...
I've heard about "ase_all_modules" but I have no clue how to use it ...
- Mon Dec 03, 2018 3:17 pm
- Forum: Amplify Shader Editor
- Topic: HDRP and SSS
- Replies: 11
- Views: 9711
Re: HDRP and SSS
Wait, choosing Blend RGB to Alphablend and Blend Alpha to OFF worked !
I'm confused, I was expecting only to have to set the alpha to something, not the RGB. Can you explain me please?
I'm confused, I was expecting only to have to set the alpha to something, not the RGB. Can you explain me please?
- Mon Dec 03, 2018 3:13 pm
- Forum: Amplify Shader Editor
- Topic: HDRP and SSS
- Replies: 11
- Views: 9711
Re: HDRP and SSS
Will try it with your setup, see if I can get any better result. It's a bit complicated to have to play with RGB and alpha blend modes only to achieve basic transparent stuff, but I guess this is how the template system is working.