Hey VBesson,
Ricardo, the ASE developer here.
So what is happening is that your setting your properties section incorrectly.
It should be declared as follows, with the Properties keyword instead of the property .
Properties
{
[Enum (UnityEngine.Rendering.CullMode)]_Cull ("Culling", Float) = 2.0 ...
Search found 40 matches
- Wed Mar 13, 2019 11:13 am
- Forum: Amplify Shader Editor
- Topic: ASE template : Cull state exposed to Material
- Replies: 4
- Views: 5589
- Wed Mar 06, 2019 2:22 pm
- Forum: Amplify Shader Editor
- Topic: DecodeDirectionalLightmap
- Replies: 9
- Views: 15216
Re: DecodeDirectionalLightmap
Hey b0kkie,
Ricardo (the ASE developer here). Again thank you so much for taking the time on preparing that amazing sample.
I took at it and those artifacts are there because you aren't correctly considering the point lights on your custom lighting calculations.
I've tweaked the sample you sent ...
Ricardo (the ASE developer here). Again thank you so much for taking the time on preparing that amazing sample.
I took at it and those artifacts are there because you aren't correctly considering the point lights on your custom lighting calculations.
I've tweaked the sample you sent ...
- Mon Feb 25, 2019 6:51 pm
- Forum: Amplify Shader Editor
- Topic: LWRP Multi-Pass Shader
- Replies: 10
- Views: 14262
Re: LWRP Multi-Pass Shader
Hi,
Ricardo ( the ASE Dev ) here.
First let me apologize for the huge delay on our answer. Unfortunately we are a bit overloaded and only now we had the chance to take a look at what you sent us.
The problem over this template is that the initial Outline pass has the same LightMode as the ...
Ricardo ( the ASE Dev ) here.
First let me apologize for the huge delay on our answer. Unfortunately we are a bit overloaded and only now we had the chance to take a look at what you sent us.
The problem over this template is that the initial Outline pass has the same LightMode as the ...
- Wed Jan 23, 2019 11:06 am
- Forum: Amplify Shader Editor
- Topic: PS4 shader building error
- Replies: 6
- Views: 4067
Re: PS4 shader building error
Hey guys,
We've uploaded a new build into our website with a fix to the issue you were having over the PS4 build.
If you would, please recompile the shader using this latest version and let us know you run into any other issues.
We've uploaded a new build into our website with a fix to the issue you were having over the PS4 build.
If you would, please recompile the shader using this latest version and let us know you run into any other issues.
- Tue Jan 22, 2019 11:25 am
- Forum: Amplify Shader Editor
- Topic: PS4 shader building error
- Replies: 6
- Views: 4067
Re: PS4 shader building error
Hey guys,
First of all thank you for you patience!
We were already able to replicate the issue on our end and are currently working on a fix.
We'll let you know as soon as the fix is uploaded to our website.
First of all thank you for you patience!
We were already able to replicate the issue on our end and are currently working on a fix.
We'll let you know as soon as the fix is uploaded to our website.
- Tue Sep 25, 2018 5:09 pm
- Forum: Amplify Shader Editor
- Topic: Shadow(Script) Component affected by Sprite shader
- Replies: 3
- Views: 1985
Re: Shadow(Script) Component affected by Sprite shader
Hey Hylian_a6324,
This component renders the same object using the same shader but with different vertex color values.
So in order for you to achieve your effect, you'll only need to multiply the final color value by the Vertex Color node.

This component renders the same object using the same shader but with different vertex color values.
So in order for you to achieve your effect, you'll only need to multiply the final color value by the Vertex Color node.

- Wed Mar 21, 2018 6:08 pm
- Forum: Amplify Shader Editor
- Topic: Multi-Pass Questions
- Replies: 3
- Views: 4593
Re: Multi-Pass Questions
Hey Velki,
Node-wise, multi-pass shaders work exactly like single-pass ones so you can check our template samples over the package for reference.
Template specific nodes ( listed bellow ) only need some extra configuration to select the correct subshader and pass to retrieve data:
Template ...
Node-wise, multi-pass shaders work exactly like single-pass ones so you can check our template samples over the package for reference.
Template specific nodes ( listed bellow ) only need some extra configuration to select the correct subshader and pass to retrieve data:
Template ...
- Mon Mar 19, 2018 5:15 pm
- Forum: Amplify Shader Editor
- Topic: Multi-Pass Questions
- Replies: 3
- Views: 4593
Re: Multi-Pass Questions
Hey Velksy,
First and foremost we would like to apologize for not having the documentation fully updated to the new multi-pass system.
We hope to have it up and running really soon ( over the following days ).
Template example
First and foremost, would it be possible to get an example shader for ...
First and foremost we would like to apologize for not having the documentation fully updated to the new multi-pass system.
We hope to have it up and running really soon ( over the following days ).
Template example
First and foremost, would it be possible to get an example shader for ...
- Mon Jan 22, 2018 10:22 am
- Forum: Amplify Shader Editor
- Topic: Execution Order Problems
- Replies: 4
- Views: 3842
Re: Execution Order Problems
Hey HellGate,
We first would like to apologize on our delay in providing you a fix.
On our latest build we added a new input port to both Surface Depth and Camera Depth Fade so you can place a custom vertex position and it will do its calculation according to that instead of the current vertex ...
We first would like to apologize on our delay in providing you a fix.
On our latest build we added a new input port to both Surface Depth and Camera Depth Fade so you can place a custom vertex position and it will do its calculation according to that instead of the current vertex ...
- Thu Jan 18, 2018 6:49 pm
- Forum: Amplify Shader Editor
- Topic: World Space Light Pos node confusion
- Replies: 2
- Views: 2660
Re: World Space Light Pos node confusion
Hey mst1228,
No problem at all we're here to help.
You already stumbled into a possible/viable solution.
World Space Light Pos is quite a tricky node and we do apologize as it should be better explained at it's Wiki page.
This node internally uses the _WorldSpaceLightPos0 variable and it has ...
No problem at all we're here to help.
You already stumbled into a possible/viable solution.
World Space Light Pos is quite a tricky node and we do apologize as it should be better explained at it's Wiki page.
This node internally uses the _WorldSpaceLightPos0 variable and it has ...