Search found 3 matches

by shruikan
Wed Jan 09, 2019 10:37 am
Forum: Amplify Shader Editor
Topic: Texture atlases and mipmapping
Replies: 3
Views: 3644

Re: Texture atlases and mipmapping

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 ...
by shruikan
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 ...
by shruikan
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 ...