nodes and render paths
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i`m having some problems with using the depth fade node interacting with another ase shader
when the light model of the ase shader behind the surface shader geometry using a depth fade node , is set to unlit, it does not interact with the other shader.
![Image](http://i.imgur.com/qwxIexR.png)
setting the background (skin) shader to another light model causes intermittent frames of the standard light model to be drawn over the calculated lighting i made and set to the emission.
![Image](http://i.imgur.com/QXafqSL.png)
i am ultimately hoping to use this shader on the tear line of the eyes. which currently uses several offset grab colour nodes to create a blur, but i am trying to use the depth fade node to reduce the blurring as it gets closer to the surface of the eye.
![Image](http://i.imgur.com/RuGJjIm.png)
when the light model of the ase shader behind the surface shader geometry using a depth fade node , is set to unlit, it does not interact with the other shader.
![Image](http://i.imgur.com/qwxIexR.png)
setting the background (skin) shader to another light model causes intermittent frames of the standard light model to be drawn over the calculated lighting i made and set to the emission.
![Image](http://i.imgur.com/QXafqSL.png)
i am ultimately hoping to use this shader on the tear line of the eyes. which currently uses several offset grab colour nodes to create a blur, but i am trying to use the depth fade node to reduce the blurring as it gets closer to the surface of the eye.
![Image](http://i.imgur.com/RuGJjIm.png)