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
Search found 12 matches
- Mon Apr 01, 2019 11:31 am
- Forum: Amplify Shader Editor
- Topic: Terrain-Shader: more than 4 splats
- Replies: 1
- Views: 17509
- 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
for the moment i think of two things:
- use a simple planar projected (from top) mask texture
- play around with the depth fade node
- 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 ...
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 ...
- 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 ...
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 ...
- 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.

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.
- 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?
- 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 ...
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Custom/Deferred Grab Pass"
{
Properties ...
- 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 ...
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 ...
- 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!
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!
- 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!