ASE template : Cull state exposed to Material
Posted: Mon Mar 11, 2019 10:59 am
Hi guys!!
I'm trying to make a Master shader with ASE.
However, I can't manage to expose culling to the inspector.
So I went on the wiki and saw custom templates. http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Templates#Create_your_own_template
So I extended HDRP_PBR template and now I have a custom culling property that shows up on the materials. However, the canvas seems to overwrite the state: my custom template has
But in the final shader generated by Canvas, there is :
As if it was overwritten by the Subshader's option in ASE's "Output Node" pane.
Is there a way to prevent the Canvas to overwrite the state ? Or any way to expose the Cull to material ?
I'm trying to make a Master shader with ASE.
However, I can't manage to expose culling to the inspector.
So I went on the wiki and saw custom templates. http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Templates#Create_your_own_template
So I extended HDRP_PBR template and now I have a custom culling property that shows up on the materials. However, the canvas seems to overwrite the state: my custom template has
- Code: Select all
property {
[Enum(UnityEngine.Rendering.CullMode)]_Cull("Culling", Float) = 2.0
/*ase_props*/
}
SubShader
{
/.../
Cull [_Cull]
/.../
}
But in the final shader generated by Canvas, there is :
- Code: Select all
property {
[Enum(UnityEngine.Rendering.CullMode)]_Cull("Culling", Float) = 2.0
(properties from Canvas)
}
Subshader
{
Cull Off
}
As if it was overwritten by the Subshader's option in ASE's "Output Node" pane.
Is there a way to prevent the Canvas to overwrite the state ? Or any way to expose the Cull to material ?