HDRPAmplify_Borba wrote:
Which SRP version are you using?
Search found 5 matches
- Tue Dec 18, 2018 8:41 am
- Forum: Amplify Shader Editor
- Topic: Unity 2018.3 issue (pink screen)
- Replies: 10
- Views: 6440
Re: Unity 2018.3 issue (pink screen)
- Mon Dec 17, 2018 4:17 pm
- Forum: Amplify Shader Editor
- Topic: Unity 2018.3 issue (pink screen)
- Replies: 10
- Views: 6440
Re: Unity 2018.3 issue (pink screen)
I downloaded the latest package from website, but I continuosly get error in 2018.3.0f2... No way, it throw out a lot of errors and when I import the HDRP template (not legacy, but also with legacy the same) it throws out error OUTPUT GBuffer and doesn't compile... Suggestions?
- Mon Jul 16, 2018 6:53 pm
- Forum: Amplify Shader Editor
- Topic: Refraction Issue - Filter depth bias
- Replies: 4
- Views: 2165
Re: Refraction Issue - Filter depth bias
Greetings,
I suppose you could use distance based masking but I'm not entirely sure what to recommend, it really depends on how you have it set up. Can you share your shader for further examination?
Thanks!
If you can help me showing how to setup it I would be really thankful.
In Unreal ...
- Mon Jul 16, 2018 2:45 pm
- Forum: Amplify Shader Editor
- Topic: Refraction Issue - Filter depth bias
- Replies: 4
- Views: 2165
Re: Refraction Issue - Filter depth bias
Greetings,
I suppose you could use distance based masking but I'm not entirely sure what to recommend, it really depends on how you have it set up. Can you share your shader for further examination?
Thanks!
If you can help me showing how to setup it I would be really thankful.
In Unreal ...
- Sun Jul 15, 2018 8:54 am
- Forum: Amplify Shader Editor
- Topic: Refraction Issue - Filter depth bias
- Replies: 4
- Views: 2165
Refraction Issue - Filter depth bias
I'm getting mad trying to obtain the depth bias filtering of Unreal through Amplify Shader.
The technique is described here https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter19.html
Basically, I'm creating a shockwave shader and the refraction show up everything in front, grabbing the ...
The technique is described here https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter19.html
Basically, I'm creating a shockwave shader and the refraction show up everything in front, grabbing the ...