Wondering if there was any suggestion for an Refraction Image (post) Effect- I am having a hard time figuring out how to make the simple one work with the Template, specifically the grab pass with the screen
I also saw this which is somewhat similar but it is just a normal shader going through the ...
Search found 7 matches
- Thu Dec 06, 2018 5:58 am
- Forum: Amplify Shader Editor
- Topic: Refraction Image Effect starting point
- Replies: 0
- Views: 29438
- Sun Apr 15, 2018 2:59 am
- Forum: Amplify Bloom
- Topic: Bloom mask assumes opaque objects
- Replies: 1
- Views: 6745
Bloom mask assumes opaque objects
Hey the demo works great and I would like to purchase it up, but I have an issue-
I was following the directions for a mask for AR purposes, and I thought it wasn't working, when I noticed the mask is just for for the mesh shapes themselves. I have a lot of particles an a specific large ...
I was following the directions for a mask for AR purposes, and I thought it wasn't working, when I noticed the mask is just for for the mesh shapes themselves. I have a lot of particles an a specific large ...
- Fri Apr 13, 2018 8:54 pm
- Forum: Amplify Shader Editor
- Topic: Outputting a new rendertexture from a series of operations
- Replies: 3
- Views: 1993
Re: Outputting a new rendertexture from a series of operatio
thanks- I did the hackiest workaround if anyone else really is ever stuck
I offset'ed my resulting sahder textures, basically turned them into an atlas
have a special planes mesh to map the atlased textures to
then I point cameras at the planes and make rendertextures out of it I can use for ...
I offset'ed my resulting sahder textures, basically turned them into an atlas
have a special planes mesh to map the atlased textures to
then I point cameras at the planes and make rendertextures out of it I can use for ...
- Fri Apr 13, 2018 5:56 am
- Forum: Amplify Shader Editor
- Topic: Outputting a new rendertexture from a series of operations
- Replies: 3
- Views: 1993
Outputting a new rendertexture from a series of operations
I have one shader that that creates a mask from performing a series of operations
I have another separate material I would like to use that same mask as a texture.
Is there a way to turn a series of operations to a texture to a rendertexture I could use in another material?
I have another separate material I would like to use that same mask as a texture.
Is there a way to turn a series of operations to a texture to a rendertexture I could use in another material?
- Mon Mar 19, 2018 6:40 pm
- Forum: Amplify Shader Editor
- Topic: Greenscreen / Chromakey color removal
- Replies: 4
- Views: 3043
Re: Greenscreen / Chromakey color removal
that is perfect- thank you!!!!
- Fri Mar 16, 2018 10:46 pm
- Forum: Amplify Shader Editor
- Topic: Greenscreen / Chromakey color removal
- Replies: 4
- Views: 3043
Re: Greenscreen / Chromakey color removal
some examples in UE4 of what I'm trying to with Amplify in Unity (but haven't got these to work)
https://answers.unrealengine.com/questions/600829/about-chroma-keying-in-media-texture.html
https://answers.unrealengine.com/questions/720683/417-chroma-key-for-render-target.html
https://forums ...
https://answers.unrealengine.com/questions/600829/about-chroma-keying-in-media-texture.html
https://answers.unrealengine.com/questions/720683/417-chroma-key-for-render-target.html
https://forums ...
- Fri Mar 16, 2018 5:49 pm
- Forum: Amplify Shader Editor
- Topic: Greenscreen / Chromakey color removal
- Replies: 4
- Views: 3043
Greenscreen / Chromakey color removal
I've been trying lots of random different things trying to remove the green out of an image, for use of opacity or just the diffuse itself (turn 0,255,0 green into black) . Whatever I try there still seems to be a sharp green edge. I'm not very good at this, wondering what the recommended way of ...