Search found 8 matches
- Fri Jan 12, 2018 7:48 pm
- Forum: Amplify Shader Editor
- Topic: bad Tangent space when using tesselation
- Replies: 12
- Views: 14561
Re: bad Tangent space when using tesselation
Thank you very much!!
- Thu Jan 11, 2018 8:59 am
- Forum: Amplify Shader Editor
- Topic: bad Tangent space when using tesselation
- Replies: 12
- Views: 14561
Re: bad Tangent space when using tesselation
But it IS rendering forward only shaders even if camera is in deferred mode - and it should - because all the semitransparent objects (and all other special cases with translucency etc) can only be rendered in forward only mode and it works fine. Except when using the View Dir (tangent space) or ...
- Wed Jan 10, 2018 4:14 pm
- Forum: Amplify Shader Editor
- Topic: Culling mode access
- Replies: 2
- Views: 2900
Culling mode access
Hi. Would it be possible to somehow make culling mode available to node tree - so we could create Static Switch to enable/disable two sided rendering for shaders? Maybe there is another way? Currently I need to create two versions of shader just to have two sided rendering available.
Thanks
Thanks
- Tue Jan 09, 2018 4:19 pm
- Forum: Amplify Shader Editor
- Topic: bad Tangent space when using tesselation
- Replies: 12
- Views: 14561
Re: bad Tangent space when using tesselation
Ok, thanks. But it means that there still is a bug - you can't use tesselation + view dir node (or World To Tangent matrix) in forward rendering only shaders when project is set to deferred mode.
- Tue Jan 09, 2018 1:16 pm
- Forum: Amplify Shader Editor
- Topic: bad Tangent space when using tesselation
- Replies: 12
- Views: 14561
Re: bad Tangent space when using tesselation
Oh, I know why - I'm using translucency in the original full shader, and as soon as you turn on translucenty, Shader Editor sets Render Path to "Forward Only". It works fine in deferred mode (If I understand correctly - all forward shaders are just rendered in separate pass, over the deferred pass ...
- Tue Jan 09, 2018 10:15 am
- Forum: Amplify Shader Editor
- Topic: bad Tangent space when using tesselation
- Replies: 12
- Views: 14561
Re: bad Tangent space when using tesselation
It seems that the bug is happening only in deferred mode.
I attached the screenshot and link to simple project with stripped shaders.
Project:
https://ufile.io/sr4om
I attached the screenshot and link to simple project with stripped shaders.
Project:
https://ufile.io/sr4om
- Tue Jan 02, 2018 7:43 pm
- Forum: Amplify Shader Editor
- Topic: bad Tangent space when using tesselation
- Replies: 12
- Views: 14561
Re: bad Tangent space when using tesselation
Hmm, strange. Ok, I will try to provide sample in next few days. Platform is Windows 10, Unity 2017.2, GPU is 1080Ti.
Maybe it was a specific configuration of Unity project or something.. let's see.
Thanks!
Maybe it was a specific configuration of Unity project or something.. let's see.
Thanks!
- Sat Dec 23, 2017 3:12 pm
- Forum: Amplify Shader Editor
- Topic: bad Tangent space when using tesselation
- Replies: 12
- Views: 14561
bad Tangent space when using tesselation
When using View Dir (tangent space) or World to Tangent Matrix and turning on tesselation, you get zero on about half of the polygons.
I guess it's something with Vertex Shader + Tesselation ?
Is this anything possible to fix?
Thanks
I guess it's something with Vertex Shader + Tesselation ?
Is this anything possible to fix?
Thanks