A bit hard to post the entire shader, but this is the main part.
The bottom section "slope exposure" is at the end of the land based texture calculations. The top section "water level.." figures out what sort of texture to apply to a mesh when the height is roughly around or below 0. And will ...
Search found 5 matches
- Wed Mar 07, 2018 12:23 pm
- Forum: Amplify Shader Editor
- Topic: Add Pass to Standard Shader
- Replies: 5
- Views: 5890
- Sun Mar 04, 2018 5:49 am
- Forum: Amplify Shader Editor
- Topic: Add Pass to Standard Shader
- Replies: 5
- Views: 5890
Re: Add Pass to Standard Shader
Thanks Ricardo,
I'm not very proficient with shaders; but from what I understand, Curved World is a vertex shader which manipulates the position of mesh vertices so that the meshes "curve over a horizon" the further they are from the viewer. I have already been able to implement using the ...
I'm not very proficient with shaders; but from what I understand, Curved World is a vertex shader which manipulates the position of mesh vertices so that the meshes "curve over a horizon" the further they are from the viewer. I have already been able to implement using the ...
- Thu Mar 01, 2018 6:11 am
- Forum: Amplify Shader Editor
- Topic: Add Pass to Standard Shader
- Replies: 5
- Views: 5890
Add Pass to Standard Shader
Hi all,
I have been able to combine the Curved World Asset with ASE and get it to work. However, I need the Curved World vertex offset to apply after the surface shading occurs.I believe I need to add a new Pass to the Shader for this; and to make sure that I can still edit in ASE; this should be ...
I have been able to combine the Curved World Asset with ASE and get it to work. However, I need the Curved World vertex offset to apply after the surface shading occurs.I believe I need to add a new Pass to the Shader for this; and to make sure that I can still edit in ASE; this should be ...
- Sat Jan 20, 2018 2:54 am
- Forum: Amplify Shader Editor
- Topic: Runtime Textures as Shader Data
- Replies: 3
- Views: 2634
Re: Runtime Textures as Shader Data
Hi Borba,
Really appreciate your interest and response.
The texture that holds the heightmaps is generated when the game loads and is passed to the shader (into a texture object node/propery). It currently blends together two heightmaps, one using red values, and the other using blue to create the ...
Really appreciate your interest and response.
The texture that holds the heightmaps is generated when the game loads and is passed to the shader (into a texture object node/propery). It currently blends together two heightmaps, one using red values, and the other using blue to create the ...
- Fri Jan 19, 2018 2:31 am
- Forum: Amplify Shader Editor
- Topic: Runtime Textures as Shader Data
- Replies: 3
- Views: 2634
Runtime Textures as Shader Data
Hi everyone,
I was unable to find any posts about this topic, but part of that may be because I'm new to Shaders and probably don't know the right terminology :?
I am attempting attempting to create a Shader that has a texture property populated when my game loads. This texture is being used ...
I was unable to find any posts about this topic, but part of that may be because I'm new to Shaders and probably don't know the right terminology :?
I am attempting attempting to create a Shader that has a texture property populated when my game loads. This texture is being used ...