Search found 6 matches
- Tue Jul 17, 2018 1:33 pm
- Forum: Amplify Shader Editor
- Topic: Rotating quads to face the camera?
- Replies: 9
- Views: 8423
Re: Rotating quads to face the camera?
Alright, i think you're right that particles are more suited for what i'm doing, i just wanted to see if i could get it to work this way. Thanks for all your help!
- Mon Jul 16, 2018 7:39 pm
- Forum: Amplify Shader Editor
- Topic: Rotating quads to face the camera?
- Replies: 9
- Views: 8423
Re: Rotating quads to face the camera?
wow can't believe i overlooked that option, sadly though it's not doing what i want it to. It seems to be billboarding the entire mesh as a whole instead of the quads individually.
what the billboard option does :
https://i.imgur.com/Uyxqf8a.png
what the shader i posted above does ( this is ...
what the billboard option does :
https://i.imgur.com/Uyxqf8a.png
what the shader i posted above does ( this is ...
- Mon Jul 16, 2018 2:01 pm
- Forum: Amplify Shader Editor
- Topic: Rotating quads to face the camera?
- Replies: 9
- Views: 8423
Re: Rotating quads to face the camera?
Thanks for the response, I've looked into making this work via particles but it gets slower based on how many particles there are, maybe it could work through gpu instancing but i'm not entirely sure how i enable that feature. I could check it out at some point.
Anyways over the weekend i found a ...
Anyways over the weekend i found a ...
- Fri Jul 13, 2018 4:55 pm
- Forum: Amplify Shader Editor
- Topic: Rotating quads to face the camera?
- Replies: 9
- Views: 8423
Re: Rotating quads to face the camera?
I'm procedurally generating the quads through Procedural Toolkit , which isn't required but i use it for convenience.
Here's a code snippet :
using ProceduralToolkit;
public class Pointfield : MonoBehaviour
{
private Transform myTF;
private MeshDraft meshDraft = new MeshDraft();
private ...
Here's a code snippet :
using ProceduralToolkit;
public class Pointfield : MonoBehaviour
{
private Transform myTF;
private MeshDraft meshDraft = new MeshDraft();
private ...
- Fri Jul 13, 2018 1:02 pm
- Forum: Amplify Shader Editor
- Topic: Rotating quads to face the camera?
- Replies: 9
- Views: 8423
Rotating quads to face the camera?
So i have multiple disconnected quads that face up in a single mesh, can i somehow displace their vertices to look at the camera instead or another vector?


- Sun Jan 21, 2018 7:22 pm
- Forum: Amplify Shader Editor
- Topic: Unity 2017.3.0b11
- Replies: 5
- Views: 5275
Re: Unity 2017.3.0b11
I used to import amplify shader editor into all of my projects, but these warnings are a bit obnoxious and fill up the console on every recompile. i hope this will be fixed soon, but for now i'll probably have to do without a shader editor.