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Custom LightModel from .cginc file

PostPosted: Mon Dec 25, 2017 7:38 am
by sunrice
Hello.

I need custom lighting model.
and, I want to write in .cginc file.

I use changed code as attached.
If you could provide this features, I will be happy.


Attached:
StandardSurface.cs and sample files.
(It is base on v1.4.2.001)
https://drive.google.com/open?id=1wB77NXDiVTCPtsI10_cS_nAE9MvgZKYk

Re: Custom LightModel from .cginc file

PostPosted: Tue Dec 26, 2017 8:06 pm
by Amplify_Borba
sunrice wrote:Hello.

I need custom lighting model.
and, I want to write in .cginc file.

I use changed code as attached.
If you could provide this features, I will be happy.


Attached:
StandardSurface.cs and sample files.
(It is base on v1.4.2.001)
https://drive.google.com/open?id=1wB77NXDiVTCPtsI10_cS_nAE9MvgZKYk


Thank you for getting in touch sunrice!

Our developers are currently taking some time off for the holidays, but rest assured that we'll get back to you as soon as possible on this matter.

Apologies for any inconvenience caused.

Re: Custom LightModel from .cginc file

PostPosted: Fri Jan 05, 2018 3:35 pm
by Amplify_RnD_Rick
Hi sunrice,

We apologize on the delay over our response! Thank you so much for your patience!

Being able to write on .cginc is quite the interesting idea and we might be able to extend our templates system to incorporate that.

Regarding the custom lighting model, we've analysed the sample you sent and everything seems to be working correctly and using the functions declared over the UnityStandardCustom.cginc ( which is also a really cool idea ). Is it possible for you to give additional information on what you require, or what feature/functionality is missing from our end?

Re: Custom LightModel from .cginc file

PostPosted: Mon Jan 08, 2018 9:12 am
by sunrice
Thank you for your reply ;)

No more need.
I develop new asset that is Unity Standard shader property debugger.
If you support custom .cginc file, It is compatible with ASE.

I will be make another feature, we see again in the forum.