Search found 9 matches
- Tue Nov 28, 2017 7:27 pm
- Forum: Amplify Shader Editor
- Topic: For Loop to iterate through global arrays
- Replies: 2
- Views: 6922
Re: For Loop to iterate through global arrays
Oh nice, thanks! Totally forgot about the custom nodes. Gonna try this out tomorrow 
- Sun Nov 26, 2017 1:01 pm
- Forum: Amplify Shader Editor
- Topic: For Loop to iterate through global arrays
- Replies: 2
- Views: 6922
For Loop to iterate through global arrays
Hey there,
is there a possibility to iterate through the indices of a global array somehow?
What i want to do is to give the shader an array of positions and then check if a vertex
is in range of one of these positions and if so, do something specific.
Not entirely sure how to do it with multiple ...
is there a possibility to iterate through the indices of a global array somehow?
What i want to do is to give the shader an array of positions and then check if a vertex
is in range of one of these positions and if so, do something specific.
Not entirely sure how to do it with multiple ...
- Thu Nov 16, 2017 9:25 am
- Forum: Amplify Shader Editor
- Topic: Particle Additive Shader
- Replies: 2
- Views: 4335
Re: Particle Additive Shader
Ive read a bit through this template system and so because it allows me to do so i added these two lines into the shader code:
Blend SrcAlpha One
Though i dont know if thats all what it takes to make a particle shader additive. Need to re-read a few things about blending again. Quite some time ...
Blend SrcAlpha One
Though i dont know if thats all what it takes to make a particle shader additive. Need to re-read a few things about blending again. Quite some time ...
- Wed Nov 15, 2017 6:39 pm
- Forum: Amplify Shader Editor
- Topic: Particle Additive Shader
- Replies: 2
- Views: 4335
Particle Additive Shader
Hey its me again,
its obvious that i have quite a few questions, thats why im posting them all here, i hope thats ok.
I would like to know whether or not i can turn the amplify particle alpha blended shader into a additive one.
I couldnt see an option to create an additive particle shader out of the ...
its obvious that i have quite a few questions, thats why im posting them all here, i hope thats ok.
I would like to know whether or not i can turn the amplify particle alpha blended shader into a additive one.
I couldnt see an option to create an additive particle shader out of the ...
- Wed Nov 15, 2017 3:36 pm
- Forum: Amplify Shader Editor
- Topic: Multiply vs. Power node
- Replies: 1
- Views: 1834
Multiply vs. Power node
Hey again,
i was just writing/noding (however its called in node systems :D ) a shader which rounds corners on images.
So i wanted to control the "roundness" of the corners and have written the following code to test with 2 multiply nodes:
https://ibb.co/c5w58R
https://ibb.co/c5w58R
That works ...
i was just writing/noding (however its called in node systems :D ) a shader which rounds corners on images.
So i wanted to control the "roundness" of the corners and have written the following code to test with 2 multiply nodes:
https://ibb.co/c5w58R
https://ibb.co/c5w58R
That works ...
- Wed Nov 15, 2017 3:27 pm
- Forum: Amplify Shader Editor
- Topic: Screenspace reflection for transparent objects
- Replies: 2
- Views: 3217
Re: Screenspace reflection for transparent objects
Thank you for the answer! Gonna try every single one of them tomorrow.
Btw i had tried "- You can turn your transparent objects into alpha cut". But the opacity output didnt have any effect.
Gonna try it again though and report back.
Btw i had tried "- You can turn your transparent objects into alpha cut". But the opacity output didnt have any effect.
Gonna try it again though and report back.
- Wed Nov 15, 2017 1:06 pm
- Forum: Amplify Shader Editor
- Topic: Screenspace reflection for transparent objects
- Replies: 2
- Views: 3217
Screenspace reflection for transparent objects
Hey,
i would like to know whether or not there is a possibility to enable screen space reflections (for example with the postprocessing stack) of transparent queued objects?
I just made a hologram shader which uses the translucent config (opaque rendertype, transparent render queue).
Unfortunately ...
i would like to know whether or not there is a possibility to enable screen space reflections (for example with the postprocessing stack) of transparent queued objects?
I just made a hologram shader which uses the translucent config (opaque rendertype, transparent render queue).
Unfortunately ...
- Sun Nov 12, 2017 4:24 pm
- Forum: Amplify Shader Editor
- Topic: Water Shader Refraction Part
- Replies: 3
- Views: 3194
Re: Water Shader Refraction Part
Alright i guess i just figured out why this doesnt seem to work.
The UNITY_PROJ_COORD function needs a 4 component vector. And i think the W component is important in here because of perspective division. And if we use a "XY" component mask this W component is most likely to become 0 which would ...
The UNITY_PROJ_COORD function needs a 4 component vector. And i think the W component is important in here because of perspective division. And if we use a "XY" component mask this W component is most likely to become 0 which would ...
- Sun Nov 12, 2017 4:18 pm
- Forum: Amplify Shader Editor
- Topic: Water Shader Refraction Part
- Replies: 3
- Views: 3194
Water Shader Refraction Part
Hello there,
just bought the plugin for unity and im trying a few things around.
At the moment im recreating the water shader from the samples and one part is a bit weird though.
Working refraction: https://imgur.com/a/U5Zx8
Not working refraction: https://imgur.com/a/vyeAh
The first one uses the ...
just bought the plugin for unity and im trying a few things around.
At the moment im recreating the water shader from the samples and one part is a bit weird though.
Working refraction: https://imgur.com/a/U5Zx8
Not working refraction: https://imgur.com/a/vyeAh
The first one uses the ...