Hey there!
You can use the Transform Position node to pass coordinates from Object to Clip, then use the resulting data in the Comput Screen Pos node, as it converts a position in clip space into screen space coordinates.
We're hoping to add this conversion to the Transform Position node later on ...
Search found 1239 matches
- Wed Apr 10, 2019 4:06 pm
- Forum: Amplify Shader Editor
- Topic: Screen space masking
- Replies: 1
- Views: 18379
- Wed Apr 10, 2019 3:11 pm
- Forum: General Discussion
- Topic: Getting vertex position after deformation
- Replies: 1
- Views: 322297
Re: Getting vertex position after deformation
Hello, apologies for the bad timing on our part but we're moving our support to the official Unity forum threads.
We request that you post your questions in the appropriate forum so that we can assist you directly.
Official Unity Forum Threads
Amplify Shader Editor
Amplify Impostors
Amplify ...
We request that you post your questions in the appropriate forum so that we can assist you directly.
Official Unity Forum Threads
Amplify Shader Editor
Amplify Impostors
Amplify ...
- Wed Apr 10, 2019 3:09 pm
- Forum: General Discussion
- Topic: Invisible object that receives shadows and occludes the play
- Replies: 3
- Views: 47498
Re: Invisible object that receives shadows and occludes the
If it's a Standard Surface shader, you will likely be able to replicate it through ASE as it generates surface shaders, if it's a custom type, however, you'd have to look into our Shader Templates system, which allows you to create custom shader types, with the exception of geometry shaders ...
- Wed Apr 10, 2019 2:46 pm
- Forum: Amplify Shader Editor
- Topic: Outline with smoothed normal issue.
- Replies: 4
- Views: 24291
Re: Outline with smoothed normal issue.
Thanks!
Please note that our Outline node might not be suitable for all types of effects, we've added it for convenience and as an example even though we've been expanding its features over time, but for certain situations it might be best to create a custom solution.
In any case, you might try to ...
Please note that our Outline node might not be suitable for all types of effects, we've added it for convenience and as an example even though we've been expanding its features over time, but for certain situations it might be best to create a custom solution.
In any case, you might try to ...
- Wed Apr 10, 2019 2:34 pm
- Forum: Amplify Shader Editor
- Topic: Functions Parameters can be exposed?
- Replies: 1
- Views: 19287
Re: Functions Parameters can be exposed?
Hello, thank you for getting in touch and for your support!
If I understood correctly and you want to customize how the material inspector behaves, you'll have to look into creating your own Custom Inspector, as this is outside of the scope of our tool.
If I understood correctly and you want to customize how the material inspector behaves, you'll have to look into creating your own Custom Inspector, as this is outside of the scope of our tool.
- Wed Apr 10, 2019 2:25 pm
- Forum: Amplify Shader Editor
- Topic: Can materials update time-based nodes in Edit Mode?
- Replies: 1
- Views: 17844
Re: Can materials update time-based nodes in Edit Mode?
Hello, you might be looking for the following settings:


- Wed Apr 10, 2019 1:12 pm
- Forum: Amplify Shader Editor
- Topic: Using Shadowmap pass + Lightmap Intensity in a Shader?
- Replies: 1
- Views: 18599
Re: Using Shadowmap pass + Lightmap Intensity in a Shader?
Hello, thank you for getting in touch and for your support!
There are several ways to create caustics effects, we would need more context to know which would be the most viable to you.
Regarding what you've stated, you are correct, projectors are not lights so they won't "cast shadows" onto ...
There are several ways to create caustics effects, we would need more context to know which would be the most viable to you.
Regarding what you've stated, you are correct, projectors are not lights so they won't "cast shadows" onto ...
- Wed Apr 10, 2019 10:25 am
- Forum: Amplify Shader Editor
- Topic: Set Light based on Normal map?
- Replies: 4
- Views: 23201
Re: Set Light based on Normal map?
Apologies but we can't offer support for custom shader development, custom lighting is quite complex and an advanced endeavour to tackle if you're new to shader development.
I strongly recommend looking into a few Shader Development books, especially Alan Zucconi's tutorials ( starting with the ...
I strongly recommend looking into a few Shader Development books, especially Alan Zucconi's tutorials ( starting with the ...
- Wed Apr 10, 2019 10:02 am
- Forum: Amplify Shader Editor
- Topic: How to mask softly?
- Replies: 1
- Views: 17563
Re: How to mask softly?
Hello! The Opacity Mask port only accepts values of either 0 or 1, from full transparent to full opaque respectively, so if you want to use a value range between 0 and 1 you should use the Opacity port instead.
More information is available in our Wiki Manual in this regard.
More information is available in our Wiki Manual in this regard.
- Wed Apr 10, 2019 9:45 am
- Forum: Amplify Shader Editor
- Topic: ASE Terrain shader with more than 4 splatmaps
- Replies: 3
- Views: 22246
Re: ASE Terrain shader with more than 4 splatmaps
Apologies for that, we're currently looking into the forum issues, you may use an external service such as imgur and the the insert image tag img_url .
In any case, we've managed to track down the issue, it seems to be present on Unity 2018.3+ and it requires you to remove the Splat Count Tag in ...
In any case, we've managed to track down the issue, it seems to be present on Unity 2018.3+ and it requires you to remove the Splat Count Tag in ...