Search found 16 matches

by jake.carvey
Fri Mar 09, 2018 5:29 pm
Forum: Amplify Shader Editor
Topic: Clamp Greyscale Texture Min / Max
Replies: 27
Views: 38856

Re: Clamp Greyscale Texture Min / Max

if you wanted to layer the blood onto the albedo on an opaque shader you would need some kind of fake anti-aliasing (like you could get if you made the mask manually in Photoshop) if you wanted to remove the harsh pixel edges.

Yeah - the final damage "splats" actually *are* full grayscale, and ...
by jake.carvey
Fri Mar 09, 2018 2:03 pm
Forum: Amplify Shader Editor
Topic: Clamp Greyscale Texture Min / Max
Replies: 27
Views: 38856

Re: Clamp Greyscale Texture Min / Max

Quick screenshot of the rough effect (always room for improvement, this is meant for medium sized crowds of NPCs). Damage colors and blood and guts are temp, not sure how the devs will proceed from here with that part. :)
zombie-tester-damage-clip.JPG
zombie-tester-damage-clip.JPG (146.9 KiB) Viewed 7389 times
by jake.carvey
Fri Mar 09, 2018 1:40 pm
Forum: Amplify Shader Editor
Topic: Clamp Greyscale Texture Min / Max
Replies: 27
Views: 38856

Re: Clamp Greyscale Texture Min / Max

JV_Damage-Cutout_0.91.unitypackage
Here's the package
(170.94 KiB) Downloaded 672 times
by jake.carvey
Fri Mar 09, 2018 1:32 pm
Forum: Amplify Shader Editor
Topic: Clamp Greyscale Texture Min / Max
Replies: 27
Views: 38856

Re: Clamp Greyscale Texture Min / Max

Hey! I had a look at your shader and looks cool. :)

Thx! Was a lot of hours of troubleshooting and dev. Looks much cooler animating with full normal mapped textures, interior parallax "blood and guts" mesh, realtime shadows (!) etc. Just wanted to get something up in case anyone was still looking ...
by jake.carvey
Thu Mar 08, 2018 11:44 pm
Forum: Amplify Shader Editor
Topic: Clamp Greyscale Texture Min / Max
Replies: 27
Views: 38856

Re: Clamp Greyscale Texture Min / Max

Hi all - here is the recent stable version of the shader, works as far back as 5.6.3 afaik

JV_Damage-Cutout_0.91.zip

Albedo texture should have some sort of damage texture in the alpha (ideally positioned to fit within the mask textures below)

jv_damage_params.JPG

Damage masks allow the ...
by jake.carvey
Wed Feb 28, 2018 6:07 pm
Forum: Amplify Shader Editor
Topic: Clamp Greyscale Texture Min / Max
Replies: 27
Views: 38856

Re: Clamp Greyscale Texture Min / Max

Ah - this makes my heart beat faster. Nice work.

Should finish our master shader tomorrow - some other priorities we had to deal wiht in the meantime.

jake
by jake.carvey
Tue Feb 27, 2018 6:34 pm
Forum: Amplify Shader Editor
Topic: Clamp Greyscale Texture Min / Max
Replies: 27
Views: 38856

Re: Clamp Greyscale Texture Min / Max

Getting closer to the end result. This is one of 16 or so node groups that get multiple together to create Transparent Cutout (as well as some color around the edges of the hole.)

Any suggestions very welcome in terms of optimization, etc. Will continue to share progress. Everything here is in the ...
by jake.carvey
Mon Feb 26, 2018 7:26 pm
Forum: Amplify Shader Editor
Topic: Clamp Greyscale Texture Min / Max
Replies: 27
Views: 38856

Re: Clamp Greyscale Texture Min / Max

Also - very good to know about the Texture Sample Referencing. I was trying to force the Local Var to be something it wasn't - feeling much more confident now!!

jake
by jake.carvey
Mon Feb 26, 2018 7:23 pm
Forum: Amplify Shader Editor
Topic: Clamp Greyscale Texture Min / Max
Replies: 27
Views: 38856

Re: Clamp Greyscale Texture Min / Max

Here is my in-progress solution. Our shader is quite a bit more complex than this - it uses an array of these masks to allow another set of custom damages textures to "bleed" through (clipped by these masks first). Those damage textures in turn will soon use texture arrays to randomize the damage ...
by jake.carvey
Mon Feb 26, 2018 6:30 pm
Forum: Amplify Shader Editor
Topic: 'Hidden/SamplerNode': Shader is not supported on this GPU
Replies: 2
Views: 3266

Re: 'Hidden/SamplerNode': Shader is not supported on this GP

Nevermind - the issue was a WebGL only build target, with DX11 shader