Normal nodes break shading

Node-based Shader Editor

Normal nodes break shading

Postby illinar » Thu May 04, 2017 4:51 pm

Shading disappears as soon as I use World Normal or Vertex Normal nodes in texture coordinate calculation. I'm using it for a color ramp calculation. This completely breaks the shader for me. I need shading AND texture coordinates based on normals.

Is that how it supposed to work, or is it a bug?
illinar
 
Posts: 13
Joined: Thu May 04, 2017 4:33 pm

Re: Normal nodes break shading

Postby Ricardo Teixeira » Fri May 05, 2017 10:05 am

illinar wrote:Shading disappears as soon as I use World Normal or Vertex Normal nodes in texture coordinate calculation. I'm using it for a color ramp calculation. This completely breaks the shader for me. I need shading AND texture coordinates based on normals.
Is that how it supposed to work, or is it a bug?


Hello,

Thank you for getting in touch. Would it be possible for you to send us a sample of the shader you're currently using that exhibits that behaviour? It would be extremely helpful in troubleshooting the issue.

Thanks!
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Ricardo Teixeira
 
Posts: 954
Joined: Fri Aug 09, 2013 2:26 pm

Re: Normal nodes break shading

Postby illinar » Fri May 05, 2017 11:02 am

Here is an example:
Shader.PNG
Shader.PNG (155.56 KiB) Viewed 4260 times

Shader (has a bunch of unconnected nodes):
Code: Select all
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "LightRamp"
{
   Properties
   {
      [HideInInspector] __dirty( "", Int ) = 1
      _Texture3("Texture 3", 2D) = "white" {}
   }

   SubShader
   {
      Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
      Cull Back
      CGINCLUDE
      #include "UnityShaderVariables.cginc"
      #include "UnityPBSLighting.cginc"
      #include "Lighting.cginc"
      #pragma target 3.0
      #ifdef UNITY_PASS_SHADOWCASTER
         #undef INTERNAL_DATA
         #undef WorldReflectionVector
         #undef WorldNormalVector
         #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
         #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
         #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
      #endif
      struct Input
      {
         float3 worldNormal;
         INTERNAL_DATA
      };

      uniform sampler2D _Texture3;

      void surf( Input i , inout SurfaceOutput o )
      {
         o.Normal = float3(0,0,1);
         float3 worldNormal = WorldNormalVector( i, float3(0,0,1) );
         float3 vertexNormal = mul( unity_WorldToObject, float4( worldNormal, 0 ) );
         o.Albedo = tex2D( _Texture3,vertexNormal.xy).xyz;
         o.Alpha = 1;
      }

      ENDCG
      CGPROGRAM
      #pragma surface surf Lambert keepalpha

      ENDCG
      Pass
      {
         Name "ShadowCaster"
         Tags{ "LightMode" = "ShadowCaster" }
         ZWrite On
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma target 3.0
         #pragma multi_compile_shadowcaster
         #pragma multi_compile UNITY_PASS_SHADOWCASTER
         #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
         # include "HLSLSupport.cginc"
         #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 )
            #define CAN_SKIP_VPOS
         #endif
         #include "UnityCG.cginc"
         #include "Lighting.cginc"
         #include "UnityPBSLighting.cginc"
         sampler3D _DitherMaskLOD;
         struct v2f
         {
            V2F_SHADOW_CASTER;
            float3 worldPos : TEXCOORD6;
            float4 tSpace0 : TEXCOORD1;
            float4 tSpace1 : TEXCOORD2;
            float4 tSpace2 : TEXCOORD3;
            UNITY_VERTEX_INPUT_INSTANCE_ID
         };
         v2f vert( appdata_full v )
         {
            v2f o;
            UNITY_SETUP_INSTANCE_ID( v );
            UNITY_INITIALIZE_OUTPUT( v2f, o );
            UNITY_TRANSFER_INSTANCE_ID( v, o );
            float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
            half3 worldNormal = UnityObjectToWorldNormal( v.normal );
            fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
            fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
            fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
            o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
            o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
            o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
            o.worldPos = worldPos;
            TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
            return o;
         }
         fixed4 frag( v2f IN
         #if !defined( CAN_SKIP_VPOS )
         , UNITY_VPOS_TYPE vpos : VPOS
         #endif
         ) : SV_Target
         {
            UNITY_SETUP_INSTANCE_ID( IN );
            Input surfIN;
            UNITY_INITIALIZE_OUTPUT( Input, surfIN );
            float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
            fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
            surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
            surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
            surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
            surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
            SurfaceOutput o;
            UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
            surf( surfIN, o );
            #if defined( CAN_SKIP_VPOS )
            float2 vpos = IN.pos;
            #endif
            SHADOW_CASTER_FRAGMENT( IN )
         }
         ENDCG
      }
   }
   Fallback "Diffuse"
   CustomEditor "ASEMaterialInspector"
}
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//CHKSM=EA6A74C9FA35460270D1A3A7FD4D29132802F3FD


Can't figure out how to upload the file, the forum engine is really weird.
illinar
 
Posts: 13
Joined: Thu May 04, 2017 4:33 pm

Re: Normal nodes break shading

Postby Ricardo Teixeira » Sun May 07, 2017 4:29 pm

illinar wrote:Here is an example:
Shader.PNG

Shader (has a bunch of unconnected nodes):
Code: Select all
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "LightRamp"
{
   Properties
   {
      [HideInInspector] __dirty( "", Int ) = 1
      _Texture3("Texture 3", 2D) = "white" {}
   }

   SubShader
   {
      Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
      Cull Back
      CGINCLUDE
      #include "UnityShaderVariables.cginc"
      #include "UnityPBSLighting.cginc"
      #include "Lighting.cginc"
      #pragma target 3.0
      #ifdef UNITY_PASS_SHADOWCASTER
         #undef INTERNAL_DATA
         #undef WorldReflectionVector
         #undef WorldNormalVector
         #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
         #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
         #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
      #endif
      struct Input
      {
         float3 worldNormal;
         INTERNAL_DATA
      };

      uniform sampler2D _Texture3;

      void surf( Input i , inout SurfaceOutput o )
      {
         o.Normal = float3(0,0,1);
         float3 worldNormal = WorldNormalVector( i, float3(0,0,1) );
         float3 vertexNormal = mul( unity_WorldToObject, float4( worldNormal, 0 ) );
         o.Albedo = tex2D( _Texture3,vertexNormal.xy).xyz;
         o.Alpha = 1;
      }

      ENDCG
      CGPROGRAM
      #pragma surface surf Lambert keepalpha

      ENDCG
      Pass
      {
         Name "ShadowCaster"
         Tags{ "LightMode" = "ShadowCaster" }
         ZWrite On
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma target 3.0
         #pragma multi_compile_shadowcaster
         #pragma multi_compile UNITY_PASS_SHADOWCASTER
         #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
         # include "HLSLSupport.cginc"
         #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 )
            #define CAN_SKIP_VPOS
         #endif
         #include "UnityCG.cginc"
         #include "Lighting.cginc"
         #include "UnityPBSLighting.cginc"
         sampler3D _DitherMaskLOD;
         struct v2f
         {
            V2F_SHADOW_CASTER;
            float3 worldPos : TEXCOORD6;
            float4 tSpace0 : TEXCOORD1;
            float4 tSpace1 : TEXCOORD2;
            float4 tSpace2 : TEXCOORD3;
            UNITY_VERTEX_INPUT_INSTANCE_ID
         };
         v2f vert( appdata_full v )
         {
            v2f o;
            UNITY_SETUP_INSTANCE_ID( v );
            UNITY_INITIALIZE_OUTPUT( v2f, o );
            UNITY_TRANSFER_INSTANCE_ID( v, o );
            float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
            half3 worldNormal = UnityObjectToWorldNormal( v.normal );
            fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
            fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
            fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
            o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
            o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
            o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
            o.worldPos = worldPos;
            TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
            return o;
         }
         fixed4 frag( v2f IN
         #if !defined( CAN_SKIP_VPOS )
         , UNITY_VPOS_TYPE vpos : VPOS
         #endif
         ) : SV_Target
         {
            UNITY_SETUP_INSTANCE_ID( IN );
            Input surfIN;
            UNITY_INITIALIZE_OUTPUT( Input, surfIN );
            float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
            fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
            surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
            surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
            surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
            surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
            SurfaceOutput o;
            UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
            surf( surfIN, o );
            #if defined( CAN_SKIP_VPOS )
            float2 vpos = IN.pos;
            #endif
            SHADOW_CASTER_FRAGMENT( IN )
         }
         ENDCG
      }
   }
   Fallback "Diffuse"
   CustomEditor "ASEMaterialInspector"
}
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ASEEND*/
//CHKSM=EA6A74C9FA35460270D1A3A7FD4D29132802F3FD


Can't figure out how to upload the file, the forum engine is really weird.


Thank you for the sample, we really appreciate it.

We will get back to you asap!
Sales & Customer Relations at Amplify Creations
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Ricardo Teixeira
 
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Re: Normal nodes break shading

Postby illinar » Mon May 08, 2017 10:52 am

Thank you.
illinar
 
Posts: 13
Joined: Thu May 04, 2017 4:33 pm

Re: Normal nodes break shading

Postby Ricardo Teixeira » Tue May 09, 2017 10:11 am

Hey illinar,

Our developers have been doing some testing and unfortunately weren't able to replicate the issue on our end.
We've tested your shader both on a Unity cube and sphere and it seems to be working as intended both on how the shading is done and shadow being correctly generated.

Is it possible for you to let us know some extra info:
- Are using our latest ASE version?
- Which Unity version are you using?
- Which type of mesh were you testing on?
- Are the mesh normals correct?
- Can you provide an example of the effect that you want to build?

Thanks!
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
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Ricardo Teixeira
 
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Joined: Fri Aug 09, 2013 2:26 pm

Re: Normal nodes break shading

Postby illinar » Tue May 09, 2017 12:14 pm

I found the issue. This happens only if the light has a cookie. Directional light in my case. If I remove cookie shadows appear as they should.

And, yes this is the latest version.
illinar
 
Posts: 13
Joined: Thu May 04, 2017 4:33 pm

Re: Normal nodes break shading

Postby Ricardo Teixeira » Tue May 09, 2017 12:36 pm

illinar wrote:I found the issue. This happens only if the light has a cookie. Directional light in my case. If I remove cookie shadows appear as they should.

And, yes this is the latest version.


Thank you for the additional information, we will replicate the same conditions on our side.

I'll get back to you as soon as we have any new developments.
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
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Ricardo Teixeira
 
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Re: Normal nodes break shading

Postby illinar » Mon May 15, 2017 9:26 pm

Hi. Any updates? Have you been able to reproduce the issue?
illinar
 
Posts: 13
Joined: Thu May 04, 2017 4:33 pm

Re: Normal nodes break shading

Postby Ricardo Teixeira » Mon May 15, 2017 11:13 pm

illinar wrote:Hi. Any updates? Have you been able to reproduce the issue?


Hello,

Apologies for the delay, we should be able to update you tomorrow.

Thanks!
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
User avatar
Ricardo Teixeira
 
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