Search found 11 matches
- Thu Sep 21, 2017 5:07 pm
- Forum: Amplify Shader Editor
- Topic: Expose parameters to change UV set
- Replies: 3
- Views: 3179
Re: Expose parameters to change UV set
Ah, that seems like it'll work for now. It'd be nice to be able change that as a property, but this will probably be a good workaround for now at least. Thank you for this!
- Wed Sep 20, 2017 8:08 pm
- Forum: Amplify Shader Editor
- Topic: Expose parameters to change UV set
- Replies: 3
- Views: 3179
Expose parameters to change UV set
Is there a way to expose the UV set parameters so they can be swapped in the material? I know they can be changed all over the place within the editor, but I haven't seen a way to expose that the way you can with a lot of other things.
- Tue Sep 05, 2017 7:43 pm
- Forum: Amplify Shader Editor
- Topic: Easy way to "fade" a map input?
- Replies: 7
- Views: 7552
Re: Easy way to "fade" a map input?
Thank you! Time to reconfigure some shaders and use the One Minus in there. Very useful!
- Tue Sep 05, 2017 4:26 pm
- Forum: Amplify Shader Editor
- Topic: Easy way to "fade" a map input?
- Replies: 7
- Views: 7552
Re: Easy way to "fade" a map input?
This makes a lot of sense! See, I knew it was something relatively simple and I just wasn't thinking of it in the right way. Thanks so much, I'm going to try this on my main shader as soon as Unity finishes opening.
The Snow Accumulation shader is actually one I keep finding myself going back to ...
The Snow Accumulation shader is actually one I keep finding myself going back to ...
- Thu Aug 31, 2017 6:37 pm
- Forum: Amplify Shader Editor
- Topic: Easy way to "fade" a map input?
- Replies: 7
- Views: 7552
Re: Easy way to "fade" a map input?
http://i.imgur.com/zB4YiXc.png
In short, I have 4 Substance sample inputs that Lerp together using a packed mask that contains a black and white mask each on RGB and a metallic mask on A. Metallic amount is driven by a multiply and a float, Smoothness is its own single float, and each Albedo map ...
In short, I have 4 Substance sample inputs that Lerp together using a packed mask that contains a black and white mask each on RGB and a metallic mask on A. Metallic amount is driven by a multiply and a float, Smoothness is its own single float, and each Albedo map ...
- Wed Aug 30, 2017 10:20 pm
- Forum: Amplify Shader Editor
- Topic: Easy way to "fade" a map input?
- Replies: 7
- Views: 7552
Easy way to "fade" a map input?
I'm trying to create a shader that has a grunge node that can be faded on and off on top of a texture, but I haven't found a way to really do that. I'm using packed materials, so I'd have my albedo, normal, and a packed texture containing AO, metallic, and gloss. On top of that I want a global dirt ...
- Fri Aug 11, 2017 4:18 pm
- Forum: Amplify Shader Editor
- Topic: Register index exceeded for texture samplers
- Replies: 9
- Views: 10979
Re: Register index exceeded for texture samplers
I hadn't thought of packing masks per channel like that, actually! I'm already doing that with metallic, gloss, and AO for other shaders I've built. This definitely would give me more flexibility with the amount of masks being used, since in theory I can get 4 masks out of a single texture.
It's ...
It's ...
- Thu Aug 10, 2017 5:45 pm
- Forum: Amplify Shader Editor
- Topic: Register index exceeded for texture samplers
- Replies: 9
- Views: 10979
Register index exceeded for texture samplers
I'm creating a shader that uses LERPs and masks to add multiple textures to objects and I keep running into the "maximum ps_4_0 sampler register index (16) exceeded)" error because there's too many texture inputs going on. To pare down on those, I want to create an option to toggle between any of ...
- Thu Jul 20, 2017 5:28 pm
- Forum: Amplify Shader Editor
- Topic: Function not saving?
- Replies: 5
- Views: 4373
Re: Function not saving?
Thanks so much!
- Thu Jul 20, 2017 5:14 pm
- Forum: Amplify Shader Editor
- Topic: Function not saving?
- Replies: 5
- Views: 4373
Re: Function not saving?
I feel ridiculous right now! Perforce checked my file back in while I was working, that's why it wasn't saving! Oh my gosh. It's working perfectly fine now, but thank you so much for the fast reply!
Though as long as you're here, could you answer my second question about creating comment frames? I ...
Though as long as you're here, could you answer my second question about creating comment frames? I ...