crazyfingers619 wrote:There's really nothing unique about the shader setup that makes it broken, i'm either missing a setting somewhere, or the functionality doesn't exist, so no point sending a shader.
I'm afraid we need both shaders in order to examine their differences, we're not entirely familiar with what Shader Forge does. Be sure to send us an example and we'll forward it to the ASE developers.
crazyfingers619 wrote:What's odd about the Particle Texture, and soft particle nodes, is they aren't visible in the shader node work space, so there's no way to "delete" them and have these parameters not listed in the materials you make with the shader.
Do you mean, to simply disable Soft Particles? If so, you will need another template for that purpose - we plan to add additional templates in the near future.
crazyfingers619 wrote:It's a little odd to see a "particle texture" paramater in every material, even though you aren't using it in your material setup.
That's specific to the template used, be sure to check the link below for additional information.
ASE Wiki - Template Parameterscrazyfingers619 wrote:I looked all through the shader settings and couldn't find an "editable" Render queue option that is editable to make the particle render at all times, even when obscured. Once a material was made i could choose a few options from a dropdown, but it doesn't really do the same thing as the "Depth Test" from shader forge.
Basically what "depth test" did when you set to "always" is it would render the particle no matter what, even if the particle was behind other objects.
Thanks again for the support.
Apologies for the inconvenience, I'm sure we can help you resolve the issue as soon as one of our developers is able to compare both shaders.
Thanks!