Any news on Material Functions?
A friend just asked me about this because he really wants to do it with Unity (as he's done with Unreal). I've told him to give Shader Functions a try until then.
Search found 7 matches
- Mon Dec 04, 2017 8:13 pm
- Forum: General Discussion
- Topic: Layered materials
- Replies: 11
- Views: 12292
- Fri Nov 17, 2017 2:16 pm
- Forum: Amplify Shader Editor
- Topic: Deferred lighting with toon shading (custom lighting)
- Replies: 5
- Views: 6554
Re: Deferred lighting with toon shading (custom lighting)
Forcing Forward is something we want to avoid.
I found an answer and managed to get it working by having a custom Deferred Shader:
https://www.gamasutra.com/blogs/DavidLeon/20170519/298374/NextGen_Cel_Shading_in_Unity_56.php
Article says Unity 5.6 but this is in Unity 2017.1.0
AO works fine now ...
I found an answer and managed to get it working by having a custom Deferred Shader:
https://www.gamasutra.com/blogs/DavidLeon/20170519/298374/NextGen_Cel_Shading_in_Unity_56.php
Article says Unity 5.6 but this is in Unity 2017.1.0
AO works fine now ...
- Thu Nov 16, 2017 4:38 pm
- Forum: Amplify Shader Editor
- Topic: Deferred lighting with toon shading (custom lighting)
- Replies: 5
- Views: 6554
Re: Deferred lighting with toon shading (custom lighting)
However, AO and DoF should work as expected. From the screenshot it seems that the shader is not writing to depth, or perhaps depth+normal.
Would it be possible to test a sample on our side?
That's the thing though, your own included toon shader example is behaving in the same "wrong" manner ...
Would it be possible to test a sample on our side?
That's the thing though, your own included toon shader example is behaving in the same "wrong" manner ...
- Tue Nov 14, 2017 1:27 am
- Forum: Amplify Shader Editor
- Topic: Deferred lighting with toon shading (custom lighting)
- Replies: 5
- Views: 6554
Deferred lighting with toon shading (custom lighting)
Is there a way to have toon shading with deferred lightning?
Me and my team have worked on a nice toon shader but noticed in debugging post-processing effects that it has buggy behaviors in deferred lighting mode. You can see anything with the toon shader disappears when viewing normals (in the ...
Me and my team have worked on a nice toon shader but noticed in debugging post-processing effects that it has buggy behaviors in deferred lighting mode. You can see anything with the toon shader disappears when viewing normals (in the ...
- Tue Sep 26, 2017 10:18 pm
- Forum: Amplify Shader Editor
- Topic: Getting the Half-Vector
- Replies: 5
- Views: 4855
Re: Getting the Half-Vector
Yes, I was thinking of SFs as a way to make something resusable.
As for my other question, ASE has this node: http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Vertex_Bitangent
I wanted to know if it works like the binormal described in the Unity documentation (since the ...
As for my other question, ASE has this node: http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Vertex_Bitangent
I wanted to know if it works like the binormal described in the Unity documentation (since the ...
- Tue Sep 26, 2017 4:32 pm
- Forum: Amplify Shader Editor
- Topic: Getting the Half-Vector
- Replies: 5
- Views: 4855
Re: Getting the Half-Vector
There's no specific node for that purpose but you can get that value by using the dot product of the lighting direction and view vector.
Yes, I believe I had to set the view vector to tangent to get it to work. I imagine it doesn't see much use which is why there's no node.
I don't know if I ...
Yes, I believe I had to set the view vector to tangent to get it to work. I imagine it doesn't see much use which is why there's no node.
I don't know if I ...
- Tue Sep 26, 2017 1:33 pm
- Forum: Amplify Shader Editor
- Topic: Getting the Half-Vector
- Replies: 5
- Views: 4855
Getting the Half-Vector
I know that in Unity there's a way to get the half-vector but didn't find a node for it in ASE. I come from Shader Forge and was doing a test and that one has a node for it. So any help to get a half vector would be appreciated.
The half-vector (halfway between lighting direction and view vector ...
The half-vector (halfway between lighting direction and view vector ...