Unity 2018.3.0b5
Amplify v1.5.7 rev 01
I'm trying to get a screen position value is based on the actual screen size but not matter which type I set the node to, Normalized or Screen is always returns normalized.
Thanks for reading =D
Search found 11 matches
- Wed Oct 24, 2018 9:25 pm
- Forum: Amplify Shader Editor
- Topic: Screen Position node always returns a normalized result
- Replies: 1
- Views: 1256
- Thu May 10, 2018 6:38 am
- Forum: Amplify Shader Editor
- Topic: Updating shader functions
- Replies: 5
- Views: 2451
Re: Updating shader functions
As our project grows in size it's becoming extremely frustrating that this feature doesn't exist. Any progress to report on?
Thanks
Thanks
- Wed Feb 07, 2018 8:53 am
- Forum: Amplify Shader Editor
- Topic: Scriptable Variable Options
- Replies: 3
- Views: 2832
Re: Scriptable Variable Options
Hi,
You could previously mark a Matrix as a property, it looks like under the hood is was just a global variable though.
We're using Unity's MaterialPropertyBlock.SetMatrix to pass in a matrix to our materials.
You could previously mark a Matrix as a property, it looks like under the hood is was just a global variable though.
We're using Unity's MaterialPropertyBlock.SetMatrix to pass in a matrix to our materials.
- Mon Nov 27, 2017 10:27 pm
- Forum: Amplify Shader Editor
- Topic: Absolute world position
- Replies: 10
- Views: 13179
Re: Absolute world position
Hi Ricardo,
Garrettorious clearly stated what he' after.
All I want is a node that returns a float3 with the world space pivot of the object the mesh renderer is attached to.
You must have misread his question. World Position Node is clearly not what he is asking for.
I would also like to know ...
Garrettorious clearly stated what he' after.
All I want is a node that returns a float3 with the world space pivot of the object the mesh renderer is attached to.
You must have misread his question. World Position Node is clearly not what he is asking for.
I would also like to know ...
- Mon Sep 18, 2017 1:07 am
- Forum: Amplify Shader Editor
- Topic: Updating shader functions
- Replies: 5
- Views: 2451
Re: Updating shader functions
Hi Borba =)
Thanks for your response. That's a bummer....we're still looking into possible workarounds for this.
- Fri Sep 15, 2017 6:25 am
- Forum: Amplify Shader Editor
- Topic: Updating shader functions
- Replies: 5
- Views: 2451
Updating shader functions
Hi =D
When we update a shader function we have to open every shader that uses it and hit recompile. It almost negates the advantage of using a shader function =( Is there a way automate this process?
Thanks =D
When we update a shader function we have to open every shader that uses it and hit recompile. It almost negates the advantage of using a shader function =( Is there a way automate this process?
Thanks =D
- Tue Sep 12, 2017 12:53 am
- Forum: Amplify Shader Editor
- Topic: How can I do a curved world shader?
- Replies: 13
- Views: 27260
Re: How can I do a curved world shader?
Hey thanks for the reply =D
So if we wanted to create a shader feature that can be enabled/disabled globally, how would we go about it? ie when the player disables 'curve world' in the options menu in our game. It does not seem feasible to iterate over every material in the game and disable the ...
So if we wanted to create a shader feature that can be enabled/disabled globally, how would we go about it? ie when the player disables 'curve world' in the options menu in our game. It does not seem feasible to iterate over every material in the game and disable the ...
- Mon Sep 11, 2017 5:37 am
- Forum: Amplify Shader Editor
- Topic: How can I do a curved world shader?
- Replies: 13
- Views: 27260
Re: How can I do a curved world shader?
Hi Ricardo =D
We got it all working thanks to your help. For those who want to do something similar this is how we did it. Note it technically doesn't curve the world around it just lowers the verts at an increasing amount the greater the distance from the CurveSphereTip vector3.
We have made a ...
We got it all working thanks to your help. For those who want to do something similar this is how we did it. Note it technically doesn't curve the world around it just lowers the verts at an increasing amount the greater the distance from the CurveSphereTip vector3.
We have made a ...
- Wed Sep 06, 2017 1:32 am
- Forum: Amplify Shader Editor
- Topic: How can I do a curved world shader?
- Replies: 13
- Views: 27260
Re: How can I do a curved world shader?
We can't use image effects as this is for a mobile game, it would be to slow.
We've managed to get something working but because we can only set the vertex positions in local space it does weird things if the object rotates.
In the General settings you can set the Vertex Output to Absolute or ...
We've managed to get something working but because we can only set the vertex positions in local space it does weird things if the object rotates.
In the General settings you can set the Vertex Output to Absolute or ...
- Wed Aug 30, 2017 12:24 am
- Forum: Amplify Shader Editor
- Topic: How can I do a curved world shader?
- Replies: 13
- Views: 27260
Re: How can I do a curved world shader?
Thanks for the reply =D
Technique...hmm I just mostly need to know whether I can move vertices in this manner relative to a camera using ASE.
I've attached some images to illustrate the effect I'd like to achieve.
The following image illustrates what I'm trying to do with shaders from the side ...
Technique...hmm I just mostly need to know whether I can move vertices in this manner relative to a camera using ASE.
I've attached some images to illustrate the effect I'd like to achieve.
The following image illustrates what I'm trying to do with shaders from the side ...