Hi!
Sorry for the delay, I had to format my computer.
And that's it! I was missing that HDR setting.
Thanks a lot!!
Search found 10 matches
- Wed Oct 04, 2017 12:11 am
- Forum: Amplify Shader Editor
- Topic: Unity Standard Shader using Amplify
- Replies: 19
- Views: 13563
- Mon Oct 02, 2017 12:31 pm
- Forum: Amplify Shader Editor
- Topic: Unity Standard Shader using Amplify
- Replies: 19
- Views: 13563
Re: Unity Standard Shader using Amplify
Thanks for your fast response.
Yes. I don't know exactly how it works but on the standard shader, when you click on Emission checkbox, on the material editor we get a color property and a float. That color property is different from other colors, it shows more options. And that float goes from 0 to ...
Yes. I don't know exactly how it works but on the standard shader, when you click on Emission checkbox, on the material editor we get a color property and a float. That color property is different from other colors, it shows more options. And that float goes from 0 to ...
- Mon Oct 02, 2017 12:10 am
- Forum: Amplify Shader Editor
- Topic: Unity Standard Shader using Amplify
- Replies: 19
- Views: 13563
Re: Unity Standard Shader using Amplify
Hi.
Did you solve the emission problem?
By your description at the beginning of the post, it's the same as mine.
I can't reproduce the Standard Shader setting.
Standard shader has a float property going from 0 to 99 that seems to work differently from anything.
I looked at the standard shader code ...
Did you solve the emission problem?
By your description at the beginning of the post, it's the same as mine.
I can't reproduce the Standard Shader setting.
Standard shader has a float property going from 0 to 99 that seems to work differently from anything.
I looked at the standard shader code ...
- Mon Aug 28, 2017 1:26 pm
- Forum: Amplify Shader Editor
- Topic: Outline Bug
- Replies: 8
- Views: 6936
Re: Outline Bug
Hi, Borba
I'm using Unity 2017.1.
Though I didn't try to replicate the issue on a fresh install, every time I update ASE the same thing happen. I know that outline and tessellation are not a good matching, but the real problem is that if I activate tessellation on another shader, all the ones with ...
I'm using Unity 2017.1.
Though I didn't try to replicate the issue on a fresh install, every time I update ASE the same thing happen. I know that outline and tessellation are not a good matching, but the real problem is that if I activate tessellation on another shader, all the ones with ...
- Fri Aug 25, 2017 10:42 pm
- Forum: Amplify Shader Editor
- Topic: Outline Bug
- Replies: 8
- Views: 6936
Outline Bug
Hi.
This happened to me a while ago and just now as I updated ASE that I could replicate (i think...)
In the images below you see a strange effect on the outline. It's like the outline is there, but invisible. You can see that when the object is selected in the editor and the Unity built-in orange ...
This happened to me a while ago and just now as I updated ASE that I could replicate (i think...)
In the images below you see a strange effect on the outline. It's like the outline is there, but invisible. You can see that when the object is selected in the editor and the Unity built-in orange ...
- Mon Aug 14, 2017 6:22 pm
- Forum: Amplify Shader Editor
- Topic: Register index exceeded for texture samplers
- Replies: 9
- Views: 10979
Re: Register index exceeded for texture samplers
I am using channels individually for now. If the only solution is to pack then, I will do it.
Changing to SM5.0 also returns the same error, with 16 sampler limit. So I don't think it's a shader model issue.
Strange is that it only shows that error on one project. As I'm the only one in the team ...
Changing to SM5.0 also returns the same error, with 16 sampler limit. So I don't think it's a shader model issue.
Strange is that it only shows that error on one project. As I'm the only one in the team ...
- Mon Aug 14, 2017 4:49 pm
- Forum: Amplify Shader Editor
- Topic: Register index exceeded for texture samplers
- Replies: 9
- Views: 10979
Re: Register index exceeded for texture samplers
Sorry to reply to your topic, but my issue is exactly the same.
I'm creating a shader with splat map features using vertex color and height map as masks.
And yet more strange, the shader works great on the project where I use Amplify Shader Editor.
As soon as I export the files to use in the game ...
I'm creating a shader with splat map features using vertex color and height map as masks.
And yet more strange, the shader works great on the project where I use Amplify Shader Editor.
As soon as I export the files to use in the game ...
- Thu Jul 27, 2017 3:33 pm
- Forum: Amplify Shader Editor
- Topic: Terrain Shaders
- Replies: 14
- Views: 13185
Terrain Shaders
Hi.
I read here in the community that you're planning an update which will include custom outputs. Will it include anything related to terrain outputs? Anything like creating my own shader and use it in default Unity terrain?
PS.: have i said how amazing this product is? It IS!
thanks.
I read here in the community that you're planning an update which will include custom outputs. Will it include anything related to terrain outputs? Anything like creating my own shader and use it in default Unity terrain?
PS.: have i said how amazing this product is? It IS!
thanks.
- Sat Jul 08, 2017 4:08 am
- Forum: Amplify Shader Editor
- Topic: Outline
- Replies: 3
- Views: 2882
Re: Outline
Thanks for the reply.
For now i managed to get my highlight effect on mouse over enemies with that Rim Light example. I'm still not used to all those nodes but I think in time i will be able to improve the effect.
Thanks again.
You have an amazing asset!
For now i managed to get my highlight effect on mouse over enemies with that Rim Light example. I'm still not used to all those nodes but I think in time i will be able to improve the effect.
Thanks again.
You have an amazing asset!
- Fri Jul 07, 2017 4:15 pm
- Forum: Amplify Shader Editor
- Topic: Outline
- Replies: 3
- Views: 2882
Outline
Hi.
I just got ASE from assetStore. So far I'm amazed with all possibilities that this tool can bring to our project.
And then I stuck into a problem.
I was trying to create a shader to mimic quixel's megascans. Our project is an open world rpg and we love the high quality of their materials ...
I just got ASE from assetStore. So far I'm amazed with all possibilities that this tool can bring to our project.
And then I stuck into a problem.
I was trying to create a shader to mimic quixel's megascans. Our project is an open world rpg and we love the high quality of their materials ...