Search found 12 matches

by Cyntherius
Mon Apr 01, 2019 11:31 am
Forum: Amplify Shader Editor
Topic: Terrain-Shader: more than 4 splats
Replies: 1
Views: 17509

Terrain-Shader: more than 4 splats

Hello

im looking for a way to use more then only four splats in the terrain node.
Is there a way to use these node twice in a single pass and the unity terrain engine can also use this shader?

http://wiki.amplify.pt/index.php?title= ... in_Shaders
by Cyntherius
Mon Apr 01, 2019 11:23 am
Forum: Amplify Shader Editor
Topic: Faded mesh edge shader
Replies: 1
Views: 4026

Re: Faded mesh edge shader

Hi

for the moment i think of two things:

- use a simple planar projected (from top) mask texture

- play around with the depth fade node
by Cyntherius
Mon Apr 01, 2019 11:16 am
Forum: Amplify Shader Editor
Topic: SampleWater shader, differed lighting, and Global Fog
Replies: 1
Views: 2698

Re: SampleWater shader, differed lighting, and Global Fog

Hi Basilisk,

ure using deferred lighting on your camera, right?
Im wondering you doesn't recognize deferred rendering doesnt draw trasparency, only opaque.
So why is your water drawn with transparency? Obvious it need to be rendered in forward and maybe there is the also problem with your fog ...
by Cyntherius
Thu Jul 05, 2018 3:29 pm
Forum: General Discussion
Topic: GrabPass in Deferred
Replies: 21
Views: 43173

Re: GrabPass in Deferred

Is there a specific reason why you want to use Deferred only?

Yes, the simple reason is the screen space reflection post process from the unity post processing stack. In my project i wont/cant use a second camera or reflection probe for realtime reflections because of performance reasond and ...
by Cyntherius
Wed Jul 04, 2018 2:38 pm
Forum: General Discussion
Topic: GrabPass in Deferred
Replies: 21
Views: 43173

Re: GrabPass in Deferred

Okay, thank your for the informations. :(

Any other way in Unity to 'simulate' transparency (for water) for an 'only Deferred' shader? I want to use post processing for the screen space reflection.

My plan was using GrabPass to grab the background and distort it.
by Cyntherius
Fri Jun 29, 2018 6:53 pm
Forum: General Discussion
Topic: GrabPass in Deferred
Replies: 21
Views: 43173

Re: GrabPass in Deferred

Something new about the GP in only deferred?
by Cyntherius
Tue Jun 26, 2018 2:16 pm
Forum: General Discussion
Topic: GrabPass in Deferred
Replies: 21
Views: 43173

Re: GrabPass in Deferred

This is the simplest version of the GrabPass with normal map "distorsion". I want to use the pre-rendered geometry to fake transparency in deferred(!).

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Custom/Deferred Grab Pass"
{
Properties ...
by Cyntherius
Tue Jun 26, 2018 1:38 pm
Forum: General Discussion
Topic: GrabPass in Deferred
Replies: 21
Views: 43173

Re: GrabPass in Deferred

Hi, thanks for your reply!

I've testet a bunch of queue indices (stepwise 0 till 3000, on 2501 the object disappears because its deferred mode and cant render semi-transparent). Unfortunately I have no clue whats the problem.

With the "Only Forward" Render Path all things seems to be right. In ...
by Cyntherius
Mon Jun 25, 2018 5:20 pm
Forum: General Discussion
Topic: GrabPass in Deferred
Replies: 21
Views: 43173

GrabPass in Deferred

Hi,

is there a way to use a Grab Pass in a Deferred only Shader? I got only a grey Plane. I will create a deferred water surface with refractions but deferred doesn't support transparency. Thanks!
by Cyntherius
Sun Mar 04, 2018 12:52 pm
Forum: Amplify Shader Editor
Topic: How to create a Unity built-in Projector Shader
Replies: 3
Views: 5056

Re: How to create a Unity built-in Projector Shader

Yes, i like to create a shader to project decals on surfaces (see image). ty!