Search found 11 matches

by Crystalius
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

Re: Combining other asset's shader with ASE generated code

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 ...
by Crystalius
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 ...
by Crystalius
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 ...
by Crystalius
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 ...
by Crystalius
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 ...
by Crystalius
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 ...
by Crystalius
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
by Crystalius
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!
by Crystalius
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
by Crystalius
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?