When trying to debug a shader that is unlit, using 2.0 shader model, tessellation is automatically and won't allow me to turn it back off to test the output of the node correctly. It will only allow me to turn Tessellation off once i disconnect outputting to Debug.
https://imgur.com/a/iZ24f
Search found 3 matches
- Mon Oct 02, 2017 3:51 am
- Forum: Amplify Shader Editor
- Topic: Tessellation automatically turning on when trying to debug.
- Replies: 1
- Views: 1672
- Fri Jun 16, 2017 7:41 am
- Forum: Amplify Shader Editor
- Topic: Shader Artifacts on some Android devices when using Metallic
- Replies: 2
- Views: 4270
Re: Shader Artifacts on some Android devices when using Meta
We are using OpenGL2.0, and turns out this is fixed when using OpenGL3.0, but we would prefer to only use 2.0. So i guess the real question is, can we avoid these errors somehow using 2.0.
- Fri Jun 16, 2017 4:58 am
- Forum: Amplify Shader Editor
- Topic: Shader Artifacts on some Android devices when using Metallic
- Replies: 2
- Views: 4270
Shader Artifacts on some Android devices when using Metallic
We've just recently moved to using Amplify after updating to Unity 5.6 and have been recreating our car shaders using it.
We've ran into a specific issue on Android devices giving us an Artifact look on reflective materials. Most noticeable on our Metallic car paints. This also doesn't occur in ...
We've ran into a specific issue on Android devices giving us an Artifact look on reflective materials. Most noticeable on our Metallic car paints. This also doesn't occur in ...