Search found 6 matches
- Sun Apr 15, 2018 4:57 pm
- Forum: Amplify Shader Editor
- Topic: Modify a texture object?
- Replies: 1
- Views: 1619
Modify a texture object?
Hi, is it possible to modify a texture object? I want to use the "Create Normals" function but it only accepts a Tex value. Is there no way to modify the Tex value of the Texture Object, like if I wanted to distort the image or only use certain channels of it?
- Fri Nov 24, 2017 12:11 pm
- Forum: Amplify Shader Editor
- Topic: Masked Blend Mode Shows Ambient Occlusion from Behind Object
- Replies: 8
- Views: 11519
Re: Masked Blend Mode Shows Ambient Occlusion from Behind Ob
Thanks for the quick reply. They've all been wonderful, thoughtful replies. Very informative and extremely helpful, thank you. I love your product haha.
I'll have to find a workaround, as my texture already is a rendertexture of many different sprites being animated! haha and I don't think I want ...
I'll have to find a workaround, as my texture already is a rendertexture of many different sprites being animated! haha and I don't think I want ...
- Thu Nov 23, 2017 11:09 pm
- Forum: Amplify Shader Editor
- Topic: Masked Blend Mode Shows Ambient Occlusion from Behind Object
- Replies: 8
- Views: 11519
Re: Masked Blend Mode Shows Ambient Occlusion from Behind Ob
Wonderful! Just want to emphasize (for anyone looking for something similar and because it took me a while to figure out) the Color node HAS to be a Property and not a Constant.
Thank you so much for your help.
I do have a question though, if this is a limit of Unity will this never be fixed in ...
Thank you so much for your help.
I do have a question though, if this is a limit of Unity will this never be fixed in ...
- Thu Nov 23, 2017 4:34 am
- Forum: Amplify Shader Editor
- Topic: Masked Blend Mode Shows Ambient Occlusion from Behind Object
- Replies: 8
- Views: 11519
Re: Masked Blend Mode Shows Ambient Occlusion from Behind Ob
Here are my Ambient Occlusion settings in the Post Processing Behavior for Unity's Post Processing Stack:
https://i.imgur.com/rqzFSOT.png
This is what the Normals debug view looks like in the Post Processing Behavior:
https://i.imgur.com/lPPhQMl.png
This is what the Depth debug view looks like ...
https://i.imgur.com/rqzFSOT.png
This is what the Normals debug view looks like in the Post Processing Behavior:
https://i.imgur.com/lPPhQMl.png
This is what the Depth debug view looks like ...
- Thu Nov 23, 2017 1:45 am
- Forum: Amplify Shader Editor
- Topic: Masked Blend Mode Shows Ambient Occlusion from Behind Object
- Replies: 8
- Views: 11519
Re: Masked Blend Mode Shows Ambient Occlusion from Behind Ob
Hi, I’m using the Unity Post Processing Stack, the default Ambient Occlusion. i’ve also tried the Cinematic Image Effects Ambient Occlusion with the same issue. I’ve used every parameter with no change in both solutions. I’m using forward rendering, but get the same issue in deffered
- Wed Nov 22, 2017 12:25 am
- Forum: Amplify Shader Editor
- Topic: Masked Blend Mode Shows Ambient Occlusion from Behind Object
- Replies: 8
- Views: 11519
Masked Blend Mode Shows Ambient Occlusion from Behind Object
Hi I've been trying to create a shader with an opacity mask similar to the standard shader "Cutout" rendering mode, but it appears to be incompatible with screen-space ambient occlusion. Here is a comparison of the Standard Shader and Amplify:
Standard Shader:
https://i.imgur.com/OF4NJ1R.png ...
Standard Shader:
https://i.imgur.com/OF4NJ1R.png ...