Search found 4 matches
- Fri Oct 05, 2018 12:30 pm
- Forum: General Discussion
- Topic: 1 Shader Function - 2 names
- Replies: 2
- Views: 4534
1 Shader Function - 2 names
Good afternoon, I would like to know whether it is possible to call the same function several times in the Shader, but use a new name every time? For three different techniques, I need to use the same function, but with different values. Having created one function and called it 3 times, I see only ...
- Thu Aug 30, 2018 11:55 am
- Forum: General Discussion
- Topic: Unity3d Occlusion intensity controller
- Replies: 3
- Views: 5393
Re: Unity3d Occlusion intensity controller
I used the power node for this purpose. To switch the mapping channels using the scheme with "texturesCoordinates" and "StaticSwitch" but there are disadvantages, "tiling" and "offset" in this scheme is not taken from "SampleTexture" and from "TexturesCoordinates" it requires the creation of "tiling ...
- Thu Aug 30, 2018 11:45 am
- Forum: Amplify Shader Editor
- Topic: Switching the UV set in the inspector
- Replies: 3
- Views: 3539
Re: Switching the UV set in the inspector
Thanks for the answer, I used this method, but the problem is that if you use multiple nodes "TextureCoordinates" then there is a need to create to each such node another node for "tiling" and "offset" because as soon as the "Texture Sample" is connected to the node "Texture Coordinates" then ...
- Thu Aug 30, 2018 5:40 am
- Forum: Amplify Shader Editor
- Topic: Switching the UV set in the inspector
- Replies: 3
- Views: 3539
Switching the UV set in the inspector
Hi! Please tell me, is it possible to somehow implement the ability to switch "UV Set" in Your editor? You have a node "Texture Coordinates" it is possible to switch between mapping channels, so it can be done in the node with the texture, but how to bring this switch to the inspector? In other ...