Hello again :)
Wrap mode is set to Clamp and lines still exists:
https://i.imgur.com/Zv7QlWa.png
Atlas used:
https://i.imgur.com/M9m8hIP.png
To avoid them I used Derivatives in texture sampler - they are calculated in AtlasPicker shader function. But using them causes that shader is black on ...
Search found 3 matches
- Wed Jan 09, 2019 10:37 am
- Forum: Amplify Shader Editor
- Topic: Texture atlases and mipmapping
- Replies: 3
- Views: 3644
- Tue Jan 08, 2019 9:46 pm
- Forum: Amplify Shader Editor
- Topic: Triangle Wave and Smooth Curve nodes from Shader Graph
- Replies: 1
- Views: 2713
Triangle Wave and Smooth Curve nodes from Shader Graph
Hi, I'm searching for idea how to recreate in ASE new nodes from Unity Shader Graph update. In sample project, there is a shader graph called Complex Vegetation Graph that uses Triangle Wave Simple node and Smooth Curve node.
https://blogs.unity3d.com/wp-content/uploads/2018/07/image4-1.png
Link ...
https://blogs.unity3d.com/wp-content/uploads/2018/07/image4-1.png
Link ...
- Thu Dec 27, 2018 9:50 pm
- Forum: Amplify Shader Editor
- Topic: Texture atlases and mipmapping
- Replies: 3
- Views: 3644
Texture atlases and mipmapping
Hi, currently I'm creating a shader that is based on Read From Atlas Tiled sample. Shader will be used on mesh terrain on mobile to handle more than 8 textures (4 atlases: 2x albedo and 2x normals).
I gave up using texture arrays becouse shader in testing on mobile was black (on older devices like ...
I gave up using texture arrays becouse shader in testing on mobile was black (on older devices like ...