Search found 14 matches
- Tue Jun 05, 2018 9:23 am
- Forum: Amplify Shader Editor
- Topic: Template need to Fallback
- Replies: 4
- Views: 2604
Re: Template need to Fallback
Thanks for your fast feedback. 
- Mon May 28, 2018 12:45 pm
- Forum: Amplify Shader Editor
- Topic: Template need to Fallback
- Replies: 4
- Views: 2604
Template need to Fallback
Surface shader support fallback helper.
but, Template shader don't support fallback..
Pls. support it.
TemplateMultiPassMasterNode::DrawCommonProperties()
but, Template shader don't support fallback..
Pls. support it.
TemplateMultiPassMasterNode::DrawCommonProperties()
- Fri May 04, 2018 2:29 am
- Forum: Amplify Shader Editor
- Topic: <Bug> Template: Blend Mode parsing
- Replies: 4
- Views: 2552
Re: <Bug> Template: Blend Mode parsing
I make test code on your default template based.
I add to properties '_SrcBlend', '_DstBlend', and change blend mode. other code is same.
Shader /*ase_name*/ "ASETemplateShaders/Particles Alpha Blended" /*end*/
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ...
I add to properties '_SrcBlend', '_DstBlend', and change blend mode. other code is same.
Shader /*ase_name*/ "ASETemplateShaders/Particles Alpha Blended" /*end*/
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ...
- Thu May 03, 2018 8:06 am
- Forum: Amplify Shader Editor
- Topic: <Bug> Template: Blend Mode parsing
- Replies: 4
- Views: 2552
<Bug> Template: Blend Mode parsing
Hello. I am happy to see you again....
ASE support blend mode in template. it's so smart function.
but, I make template shader seems like unity standard.
Template:
Pass{
/*ase_main_pass*/
Name "FORWARD"
Tags { "LightMode"="ForwardBase" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull ...
ASE support blend mode in template. it's so smart function.
but, I make template shader seems like unity standard.
Template:
Pass{
/*ase_main_pass*/
Name "FORWARD"
Tags { "LightMode"="ForwardBase" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull ...
- Wed May 02, 2018 1:52 pm
- Forum: Amplify Shader Editor
- Topic: Contribute: Open Sibling(=use same template) Shaders
- Replies: 1
- Views: 1236
Contribute: Open Sibling(=use same template) Shaders
Hello.
I suggest a new feature for template.
When I update template file, I need to update shaders that use template.
so, I add to "Open Sibling Shaders" button.
It find template used shaders and open shader.
and I click update button and test other shaders.
Downlad URL:
https://drive.google ...
I suggest a new feature for template.
When I update template file, I need to update shaders that use template.
so, I add to "Open Sibling Shaders" button.
It find template used shaders and open shader.
and I click update button and test other shaders.
Downlad URL:
https://drive.google ...
- Wed May 02, 2018 10:15 am
- Forum: Amplify Shader Editor
- Topic: Template Binormal tag
- Replies: 1
- Views: 1274
Template Binormal tag
Hello.
I like your template feature.
I need to world normal, world tangent, world binormal features.
I am happy that ASE support this.
but, I was embarrassed.
I test this feature follow wiki page.
Data Type Description
wn World Normal
wt World Tangent
wb World Bitangent
wvd World View Dir
wp ...
I like your template feature.
I need to world normal, world tangent, world binormal features.
I am happy that ASE support this.
but, I was embarrassed.
I test this feature follow wiki page.
Data Type Description
wn World Normal
wt World Tangent
wb World Bitangent
wvd World View Dir
wp ...
- Mon Apr 02, 2018 9:55 am
- Forum: Amplify Shader Editor
- Topic: Dither & Vertex Offset Code generation Error
- Replies: 3
- Views: 2223
Re: Dither & Vertex Offset Code generation Error
ps. If you change dither code, save 1 instruction.
inline float Dither4x4Bayer( int x, int y )
{
const float dither[ 16 ] = {
1.0/16, 9.0/16, 3.0/16, 11.0/16,
13.0/16, 5.0/16, 15.0/16, 7.0/16,
4.0/16, 12.0/16, 2.0/16, 10.0/16,
16.0/16, 8.0/16, 14.0/16, 6.0/16 };
int r = y * 4 + x;
return ...
inline float Dither4x4Bayer( int x, int y )
{
const float dither[ 16 ] = {
1.0/16, 9.0/16, 3.0/16, 11.0/16,
13.0/16, 5.0/16, 15.0/16, 7.0/16,
4.0/16, 12.0/16, 2.0/16, 10.0/16,
16.0/16, 8.0/16, 14.0/16, 6.0/16 };
int r = y * 4 + x;
return ...
- Mon Apr 02, 2018 9:23 am
- Forum: Amplify Shader Editor
- Topic: Dither & Vertex Offset Code generation Error
- Replies: 3
- Views: 2223
Dither & Vertex Offset Code generation Error
I use dither and billboard.
ASE generate incorrect vertex code.
Simply, I test Standard Surface Shader.
'Dither' node set to 'Opacity Mask'
'float3(1,1,1)' node set to 'Vertex Offset'
Current Output is
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o ...
ASE generate incorrect vertex code.
Simply, I test Standard Surface Shader.
'Dither' node set to 'Opacity Mask'
'float3(1,1,1)' node set to 'Vertex Offset'
Current Output is
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o ...
- Tue Jan 30, 2018 12:46 pm
- Forum: Amplify Shader Editor
- Topic: World Normal Node generate bad code.
- Replies: 3
- Views: 2440
Re: World Normal Node generate bad code.
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASETemplateShaders/DefaultUnlit"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_BumpMap("BumpMap", 2D) = "bump" {}
[HideInInspector] _texcoord ...
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASETemplateShaders/DefaultUnlit"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_BumpMap("BumpMap", 2D) = "bump" {}
[HideInInspector] _texcoord ...
- Tue Jan 30, 2018 4:30 am
- Forum: Amplify Shader Editor
- Topic: World Normal Node generate bad code.
- Replies: 3
- Views: 2440
World Normal Node generate bad code.
Hello.
I transform normal map to world space.
ASE generate bad code.
I Test Default Unlit shader type.
I make [Texture sampler] node. and It set to [World Normal] node input.
3 Texture sample is terrible result.
(test on v1.4.3 dev 01)
fixed4 frag (v2f i ) : SV_Target
{
fixed4 myColorVar ...
I transform normal map to world space.
ASE generate bad code.
I Test Default Unlit shader type.
I make [Texture sampler] node. and It set to [World Normal] node input.
3 Texture sample is terrible result.
(test on v1.4.3 dev 01)
fixed4 frag (v2f i ) : SV_Target
{
fixed4 myColorVar ...