Search found 4 matches
- Tue Jan 23, 2018 5:55 pm
- Forum: Amplify Shader Editor
- Topic: How to Debug Shaders
- Replies: 5
- Views: 4843
Re: How to Debug Shaders
Just rated it over there 
- Tue Jan 23, 2018 3:11 pm
- Forum: Amplify Shader Editor
- Topic: How to Debug Shaders
- Replies: 5
- Views: 4843
Re: How to Debug Shaders
Thanks for the fast reply, amazing support service!
This indeed would be awesome. Isn't related to a specific shader or effect, overall I'd be able to figure way faster why a shader isn't giving me the expected result by being able to see the exact number that goes out from an "Multiply" node for ...
This indeed would be awesome. Isn't related to a specific shader or effect, overall I'd be able to figure way faster why a shader isn't giving me the expected result by being able to see the exact number that goes out from an "Multiply" node for ...
- Tue Jan 23, 2018 11:51 am
- Forum: Amplify Shader Editor
- Topic: How to Debug Shaders
- Replies: 5
- Views: 4843
How to Debug Shaders
Hello,
I was wondering if it would be possible to see the actual values of the variables within a shader while it is running, perhaps an option to choose a pixel in the screen/object so we can access all the values regarding the rendering of that specific pixel. Or any other way to do something ...
I was wondering if it would be possible to see the actual values of the variables within a shader while it is running, perhaps an option to choose a pixel in the screen/object so we can access all the values regarding the rendering of that specific pixel. Or any other way to do something ...
- Tue Jan 23, 2018 11:44 am
- Forum: Amplify Shader Editor
- Topic: Making a three-color gradient
- Replies: 5
- Views: 90772
Re: Making a three-color gradient
Hello there,
I don't know how performant is this option but I've used the unity gradient component itself to create those gradients, I generate a ramp texture accordingly to this gradient in runtime and assign it to the shader, it is working as expected so far, and it does give us a lot of options ...
I don't know how performant is this option but I've used the unity gradient component itself to create those gradients, I generate a ramp texture accordingly to this gradient in runtime and assign it to the shader, it is working as expected so far, and it does give us a lot of options ...