With help from the folks in the Unity discord I got this working:
https://www.dropbox.com/s/78hvtnj385vemgo/Screenshot%202019-02-19%2015.12.12.png?raw=1
I switched to using the 0-1 depth space, and then remapped that to the clipping planes. The most important part was subtracting the surface ...
Search found 4 matches
- Tue Feb 19, 2019 7:16 am
- Forum: Amplify Shader Editor
- Topic: Orthographic depth
- Replies: 2
- Views: 4424
- Tue Feb 19, 2019 4:17 am
- Forum: Amplify Shader Editor
- Topic: Orthographic depth
- Replies: 2
- Views: 4424
Orthographic depth
Hi there,
I'm trying to recreate a toon water shader that uses depth for the water colour and edge foam but I'm having some issues using it with an orthographic camera.
https://roystan.net/articles/toon-water.html https://github.com/IronWarrior/ToonWaterShader/blob/master/Assets/Shaders/ToonWater ...
I'm trying to recreate a toon water shader that uses depth for the water colour and edge foam but I'm having some issues using it with an orthographic camera.
https://roystan.net/articles/toon-water.html https://github.com/IronWarrior/ToonWaterShader/blob/master/Assets/Shaders/ToonWater ...
- Wed Feb 13, 2019 10:58 am
- Forum: Amplify Shader Editor
- Topic: Surface shader template for multipass
- Replies: 1
- Views: 2460
Re: Surface shader template for multipass
I managed to do this just using UsePass's.
Thanks
Thanks
- Tue Feb 12, 2019 4:24 pm
- Forum: Amplify Shader Editor
- Topic: Surface shader template for multipass
- Replies: 1
- Views: 2460
Surface shader template for multipass
Hi there,
I’m trying to write a shader that has multiple passes and I’d like to just use a surface shader as that keeps things fairly simple and help me not have to dive in to recreating a bunch of functionality with a vertex and fragment shader.
Is this possible yet? There’s a topic from six ...
I’m trying to write a shader that has multiple passes and I’d like to just use a surface shader as that keeps things fairly simple and help me not have to dive in to recreating a bunch of functionality with a vertex and fragment shader.
Is this possible yet? There’s a topic from six ...