Porting Shader From Unreal
Posted: Mon Apr 02, 2018 8:51 pm
I'm quite new to unity shaders, newer still to Amplify Shader Editor, and there's a shader I'd like to port from Unreal.
The shader should be applied to a sphere object, and will highlight all intersecting geometry.
I've seemingly placed the same nodes as I had in UE4, yet the output is not the same. I was wondering if I had chosen the wrong option for something?
Here are my nodes
Extra Settings:
Render Mode/Queue Transparent
Cull Off
ZTest Always
Here are the same nodes in UE4
Settings:
Two-sided
Allow Custom Depth Writes
Render CustomDepth
Disable Depth Test
This is the expected result
But what I get in Unity is a fully transparent sphere.
Does UE4's sphere mask work differently from the one provided by ASE?
Or perhaps am I using the wrong node for something?
The shader should be applied to a sphere object, and will highlight all intersecting geometry.
I've seemingly placed the same nodes as I had in UE4, yet the output is not the same. I was wondering if I had chosen the wrong option for something?
Here are my nodes
Extra Settings:
Render Mode/Queue Transparent
Cull Off
ZTest Always
Here are the same nodes in UE4
Settings:
Two-sided
Allow Custom Depth Writes
Render CustomDepth
Disable Depth Test
This is the expected result
But what I get in Unity is a fully transparent sphere.
Does UE4's sphere mask work differently from the one provided by ASE?
Or perhaps am I using the wrong node for something?