Hi, is it possible to create refraction effect for a semi-transparent shader in LWRP? For example, looking through a glass of water light would refract in the water distorting the pixels behind it. Is there any way to fake this in LWRP and Amplify?
Thanks!
Search found 4 matches
- Fri Nov 09, 2018 4:39 pm
- Forum: Amplify Shader Editor
- Topic: Refraction in LWRP
- Replies: 1
- Views: 1728
- Mon Nov 05, 2018 3:53 pm
- Forum: Amplify Shader Editor
- Topic: How to save Vertex positions to Mesh
- Replies: 5
- Views: 2945
Re: How to save Vertex positions to Mesh
I'm using the ASE LWRP shader with the Lightweight Unlit template, and also the Lightweight PBR.
Thanks!
Thanks!
- Mon Nov 05, 2018 2:38 pm
- Forum: Amplify Shader Editor
- Topic: How to save Vertex positions to Mesh
- Replies: 5
- Views: 2945
Re: How to save Vertex positions to Mesh
Thanks for the reply!
I've been instructed about this technique but have yet to test or implement successfully.
To be able to save vertex offsets calculations done in the shader back into a mesh object in unity (for opengl es3.0 hardware) apparently there is only one way to do it.
- Calculate ...
I've been instructed about this technique but have yet to test or implement successfully.
To be able to save vertex offsets calculations done in the shader back into a mesh object in unity (for opengl es3.0 hardware) apparently there is only one way to do it.
- Calculate ...
- Sat Nov 03, 2018 2:18 am
- Forum: Amplify Shader Editor
- Topic: How to save Vertex positions to Mesh
- Replies: 5
- Views: 2945
How to save Vertex positions to Mesh
I'm looking for a way to save some vertex animation from an ASE Shader I created, to a mesh in unity. So far, I've had trouble finding any detailed instructions, but I've heard mention of using RenderTexture, Graphics.blit and readpixel()... I just don't know exactly how to send modified vertex ...