Search found 17 matches
- Tue Mar 26, 2019 4:50 pm
- Forum: Amplify Shader Editor
- Topic: Cant find the Alpha to coverage in new version
- Replies: 5
- Views: 4326
Re: Cant find the Alpha to coverage in new version
I have enabled Alpha to coverage but looks like my shadows no longer cast.
- Sun Mar 24, 2019 3:35 pm
- Forum: Amplify Shader Editor
- Topic: HDRP showing pink and giving me errors
- Replies: 5
- Views: 5200
Re: HDRP showing pink and giving me errors
I solved this by getting the HDRP 4.10.0 from Unity Packages.
Also updated to 1.6.3 Rev 9 from the Amplify site.
Looks good to go now!
Also updated to 1.6.3 Rev 9 from the Amplify site.
Looks good to go now!
- Thu Mar 07, 2019 9:30 am
- Forum: Amplify Shader Editor
- Topic: Header
- Replies: 6
- Views: 5980
Re: Header
This is ace, not sure how I missed it,
Can we possibly get a dividing line and also tool tips?
Pretty please
Can we possibly get a dividing line and also tool tips?
Pretty please

- Fri Mar 01, 2019 5:08 pm
- Forum: Amplify Shader Editor
- Topic: Multipass features needed:
- Replies: 6
- Views: 4713
Re: Multipass features needed:
Okay, no problem. I'm sure I'll figure it all out in time 

- Thu Feb 28, 2019 6:00 pm
- Forum: Amplify Shader Editor
- Topic: Multipass features needed:
- Replies: 6
- Views: 4713
Re: Multipass features needed:
If anyone can help with my Shader to add shadows for the Bush and Grass shaders
SoftworldShader_2 + _3. (triple pass unlit, adapted from the double pass unlit template)
SoftWorldShader_4 is just a test of me trying to get the shadows and light to work but no luck, see previous post.
Appreciate it ...
SoftworldShader_2 + _3. (triple pass unlit, adapted from the double pass unlit template)
SoftWorldShader_4 is just a test of me trying to get the shadows and light to work but no luck, see previous post.
Appreciate it ...
- Thu Feb 28, 2019 5:36 pm
- Forum: Amplify Shader Editor
- Topic: Multipass features needed:
- Replies: 6
- Views: 4713
Re: Multipass features needed:
Okay, many thanks.
I still have no idea though.
Just want my shader to have shadows. I used the double pass unlit, copied it and added a third pass.
The MultipassUnlit is different, it has some gbuffer nodes which I dont know how to use.
Sorry the code side is alien to me.
I can see I have the ...
I still have no idea though.
Just want my shader to have shadows. I used the double pass unlit, copied it and added a third pass.
The MultipassUnlit is different, it has some gbuffer nodes which I dont know how to use.
Sorry the code side is alien to me.
I can see I have the ...
- Thu Feb 28, 2019 12:18 pm
- Forum: Amplify Shader Editor
- Topic: Multipass features needed:
- Replies: 6
- Views: 4713
Multipass features needed:
Easy add extra passes via a frag/vertex output node or an easy way to make templates without entering code :)
I noticed I cant see any shadows cast or recieved with my Multipass shaders, is there something I need to enable?
Does multi-pass act or support custom lighting?
I am attempting to make a ...
I noticed I cant see any shadows cast or recieved with my Multipass shaders, is there something I need to enable?
Does multi-pass act or support custom lighting?
I am attempting to make a ...
- Tue Feb 26, 2019 9:42 pm
- Forum: Amplify Shader Editor
- Topic: Multipass shader standard surface shader + ShadowCaster
- Replies: 3
- Views: 4984
Re: Multipass shader standard surface shader + ShadowCaster
Hi,
Am I right in thinking this will support the Standard Surface Lighting node(normally in custom lighting) in a multipass shader as I need to render my shader in a multipass so that my Post Process AO/DoF stays intact when using alpha cutout/transparency.
Is it possible.
Or, is it possible to ...
Am I right in thinking this will support the Standard Surface Lighting node(normally in custom lighting) in a multipass shader as I need to render my shader in a multipass so that my Post Process AO/DoF stays intact when using alpha cutout/transparency.
Is it possible.
Or, is it possible to ...
- Wed Feb 06, 2019 11:15 am
- Forum: Amplify Shader Editor
- Topic: Vertex Normal Flicker
- Replies: 3
- Views: 3220
Re: Vertex Normal Flicker
Okay, did the update etc and in the end it was the render queue value was not set to a good value for my eye materials.
Sorted now, many thanks for the support.
ASE is still my favourite shader-editor!
Sorted now, many thanks for the support.
ASE is still my favourite shader-editor!
- Tue Feb 05, 2019 12:33 pm
- Forum: Amplify Shader Editor
- Topic: Vertex Normal Flicker
- Replies: 3
- Views: 3220
Vertex Normal Flicker
Hi there,
I am seeing an issue with my shaders that use the Vertex Normal node where they flicker at certain distances/angles to the camera both in scene and game views. https://youtu.be/OatqtjiwNW8
Tested in Unity 2017.1 and 2017.4
Tries with Reflection Probes, Light Probes, Shadows Cast ...
I am seeing an issue with my shaders that use the Vertex Normal node where they flicker at certain distances/angles to the camera both in scene and game views. https://youtu.be/OatqtjiwNW8
Tested in Unity 2017.1 and 2017.4
Tries with Reflection Probes, Light Probes, Shadows Cast ...