Search found 9 matches
- Fri Dec 21, 2018 12:04 am
- Forum: Amplify Shader Editor
- Topic: Header
- Replies: 6
- Views: 5980
Re: Header
Are there any other examples you could provide of custom properties that could be used in the material inspector, in addition to Space() and Header()?
- Fri Nov 16, 2018 4:54 am
- Forum: Amplify Shader Editor
- Topic: Vectors always showing as Vector4 in inspector
- Replies: 3
- Views: 3227
Re: Vectors always showing as Vector4 in inspector
That makes sense! Thanks!
- Tue Nov 13, 2018 10:21 am
- Forum: Amplify Shader Editor
- Topic: Vectors always showing as Vector4 in inspector
- Replies: 3
- Views: 3227
Vectors always showing as Vector4 in inspector
Not sure if this is a known issue, did a quick forum search but pretty common term. Is there a reason why regardless of if you create a Vector2, Vector3 or Vector4 node and make it a property, it always shows X, Y, Z and W values in the inspector?
- Sat Sep 29, 2018 12:34 am
- Forum: Amplify Shader Editor
- Topic: Disable batching tag
- Replies: 3
- Views: 2858
Re: Disable batching tag
Hi, thanks for the reply!
Wouldn't DisableBatching be set to false by default? The example I posted in the screenshot had Unity profiler telling me that batching was disabled by the shader, but I didn't set any custom tags anywhere.
Wouldn't DisableBatching be set to false by default? The example I posted in the screenshot had Unity profiler telling me that batching was disabled by the shader, but I didn't set any custom tags anywhere.
- Fri Sep 28, 2018 8:17 am
- Forum: Amplify Shader Editor
- Topic: Disable batching tag
- Replies: 3
- Views: 2858
Disable batching tag
Hi there,
I'm trying to learn a bit about optimisation and getting to grips with the Unity profiler.
One thing I came across today was a bunch of draw calls to objects in the scene. I noticed a lot of them have a comment in the profiler that says "The shader explicitly disables batching with the ...
I'm trying to learn a bit about optimisation and getting to grips with the Unity profiler.
One thing I came across today was a bunch of draw calls to objects in the scene. I noticed a lot of them have a comment in the profiler that says "The shader explicitly disables batching with the ...
- Tue Sep 11, 2018 2:19 am
- Forum: Amplify Shader Editor
- Topic: How to access a value via script?
- Replies: 3
- Views: 1908
Re: How to access a value via script?
Thanks for the reply! It's just a pulsating light effect on an object and another team member handling audio wanted to be able to access the intensity to be able to reference that pulse timing.
I hadn't considered using a script to calculate the intensity and then passing that into the shader ...
I hadn't considered using a script to calculate the intensity and then passing that into the shader ...
- Sun Sep 09, 2018 11:38 pm
- Forum: Amplify Shader Editor
- Topic: How to access a value via script?
- Replies: 3
- Views: 1908
How to access a value via script?
Hi there,
Is there a way to access a value that's being calculated by a shader at runtime (that isn't an input value that can be set to Property)?
For example I'm using sine of time and remapping the values to within a certain range to alter a value over time in my shader. I'm wanting to access ...
Is there a way to access a value that's being calculated by a shader at runtime (that isn't an input value that can be set to Property)?
For example I'm using sine of time and remapping the values to within a certain range to alter a value over time in my shader. I'm wanting to access ...
- Thu Aug 09, 2018 12:33 am
- Forum: General Discussion
- Topic: Why emission rather than albedo?
- Replies: 3
- Views: 6253
Re: Why emission rather than albedo?
Thanks for the response! That makes a lot of sense. 

- Wed Aug 08, 2018 2:00 am
- Forum: General Discussion
- Topic: Why emission rather than albedo?
- Replies: 3
- Views: 6253
Why emission rather than albedo?
Hi, I'm quite new to Amplify and shaders in general but really enjoying playing around with the plugin in Unity and exploring different effects.
One thing I've noticed in quite a lot of tutorials and examples I've seen the effects are almost always plugged into the emission channel rather than ...
One thing I've noticed in quite a lot of tutorials and examples I've seen the effects are almost always plugged into the emission channel rather than ...