Sure! It's not very bad, so if it requires a lot of time, drop it :)
I guess it would be something with checking if twinkle is above sand by color and then making twinkle invisible somehow.
Thanks
Video: https://drive.google.com/open?id=1a_Ryk4MBXzWABWpzLCsY2KP4rsWkk1sX
Ignore sand's twinkling ...
Search found 11 matches
- Tue Nov 27, 2018 9:33 pm
- Forum: Amplify Shader Editor
- Topic: Combining other asset's shader with ASE generated code
- Replies: 5
- Views: 2858
- Mon Nov 26, 2018 3:14 pm
- Forum: Amplify Shader Editor
- Topic: Combining other asset's shader with ASE generated code
- Replies: 5
- Views: 2858
Re: Combining other asset's shader with ASE generated code
Just want to let know that I've solved this simply by making plane in size as water, placed in the same Y position, reduced opacity so plane's invisible and made twinkles Emission really bright and with small effort I've achieved my goal. So not always necessary to go into other asset's shader code ...
- Mon Nov 26, 2018 3:04 pm
- Forum: Amplify Shader Editor
- Topic: Burn shader's problem after updating to 1.6
- Replies: 3
- Views: 1904
Re: Burn shader's problem after updating to 1.6
Hi!
That's strange. I clearly remember light pulsating separately in different areas in Burn example and I had even recreated this distributed different brightness pulsation to my own shader. It's lost now somewhy, so I recreated it in a different way, by multiplying two different animation times ...
That's strange. I clearly remember light pulsating separately in different areas in Burn example and I had even recreated this distributed different brightness pulsation to my own shader. It's lost now somewhy, so I recreated it in a different way, by multiplying two different animation times ...
- Fri Nov 23, 2018 7:23 pm
- Forum: Amplify Shader Editor
- Topic: Burn shader's problem after updating to 1.6
- Replies: 3
- Views: 1904
Burn shader's problem after updating to 1.6
Hi!
I remember Burn official example used to pulsate irregularly, not all burning crevices together like it is now. Now they are pulsating in brightness strength as one. I even created an empty project with new ASE install to test and it's the same.
What could be the solution as I need this ...
I remember Burn official example used to pulsate irregularly, not all burning crevices together like it is now. Now they are pulsating in brightness strength as one. I even created an empty project with new ASE install to test and it's the same.
What could be the solution as I need this ...
- Wed Nov 21, 2018 5:26 pm
- Forum: Amplify Shader Editor
- Topic: Combining other asset's shader with ASE generated code
- Replies: 5
- Views: 2858
Re: Combining other asset's shader with ASE generated code
Thanks for the info!
I will probably attempt to make my own low-poly water using vertex offset as I would love to have those twinkles. Will learn a lot doing that. I hope I will be able to achieve same great performance as LowPolyWater.
Happy to hear that I can always ask for help here with ASE ...
I will probably attempt to make my own low-poly water using vertex offset as I would love to have those twinkles. Will learn a lot doing that. I hope I will be able to achieve same great performance as LowPolyWater.
Happy to hear that I can always ask for help here with ASE ...
- Tue Nov 20, 2018 9:15 pm
- Forum: Amplify Shader Editor
- Topic: Combining other asset's shader with ASE generated code
- Replies: 5
- Views: 2858
Combining other asset's shader with ASE generated code
Hi!
Is it possible to easily combine ASE generated shader code with other non ASE shaders?
I would like to combine Emission slot's code made with ASE with LowPolyWater asset's shader. Feels like I should Add or Multiply ASE's code with LPWater's Emission code but I have no idea how to do that in ...
Is it possible to easily combine ASE generated shader code with other non ASE shaders?
I would like to combine Emission slot's code made with ASE with LowPolyWater asset's shader. Feels like I should Add or Multiply ASE's code with LPWater's Emission code but I have no idea how to do that in ...
- Tue Jul 31, 2018 12:01 pm
- Forum: Amplify Shader Editor
- Topic: Sparkling sand
- Replies: 3
- Views: 2577
Re: Sparkling sand
Hello,
Thank you very much for your help. I managed to achieve what I want using this example even without SRP
Thank you very much for your help. I managed to achieve what I want using this example even without SRP
- Mon Jul 30, 2018 6:56 pm
- Forum: Amplify Shader Editor
- Topic: Sparkling sand
- Replies: 3
- Views: 2577
Sparkling sand
Hi!
I would like to achieve this kind of sparkling. https://www.youtube.com/watch?v=pqErSxRZm48
Has anyone done it with ASE? I am struggling
Thanks!
I would like to achieve this kind of sparkling. https://www.youtube.com/watch?v=pqErSxRZm48
Has anyone done it with ASE? I am struggling
Thanks!
- Sun Jul 29, 2018 12:38 pm
- Forum: Amplify Shader Editor
- Topic: Point light cut in half
- Replies: 3
- Views: 2600
Re: Point light cut in half
Fixed. Needed to unpack normal texture and alter normal strength using Scale instead of Add Float
- Sun Jul 29, 2018 12:05 pm
- Forum: Amplify Shader Editor
- Topic: Point light cut in half
- Replies: 3
- Views: 2600
Re: Point light cut in half
Problem disappears in Standard shader. So there's something wrong with my ASE shader. Played with shader settings and no luck. Hmm what am I missing?