Global illumination with cutouts

Node-based Shader Editor

Global illumination with cutouts

Postby JohnnyFactor » Sat Sep 08, 2018 6:29 pm

When I bake lights with a cutout shader, the GI calculations ignore the alpha info. This works fine with Unity Standard shader, but I don't know which flag to set in ASE. You can see an example in the screenshot. The King of Hearts card is using Unity Standard Cutout shader.

Thanks for any help you can provide.

cards.jpg
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JohnnyFactor
 
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Re: Global illumination with cutouts

Postby Ricardo Teixeira » Mon Sep 10, 2018 10:37 am

JohnnyFactor wrote:When I bake lights with a cutout shader, the GI calculations ignore the alpha info. This works fine with Unity Standard shader, but I don't know which flag to set in ASE. You can see an example in the screenshot. The King of Hearts card is using Unity Standard Cutout shader.

Thanks for any help you can provide.

cards.jpg


Hello,

Thank you for getting in touch, we would be happy to help.

Can you share a sample of the shader used?

Which Unity version are you using?

Thanks!
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Re: Global illumination with cutouts

Postby JohnnyFactor » Mon Sep 10, 2018 12:28 pm

Unity 2018.2.7.

Attached is the shader file for the Ace of Hearts card and the associated texture, in a zip file.
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Re: Global illumination with cutouts

Postby Ricardo Teixeira » Mon Sep 10, 2018 1:54 pm

JohnnyFactor wrote:Unity 2018.2.7.

Attached is the shader file for the Ace of Hearts card and the associated texture, in a zip file.


Thanks for the sample!

You'll have to rename your Albedo do Texture Sample node to MainTex, this resolved the issue in your sample.

Apologies for the inconvenience, this is actually a Unity limitation/requirement.

Thanks!
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Re: Global illumination with cutouts

Postby JohnnyFactor » Mon Sep 10, 2018 5:41 pm

That's great, thank you for sorting this out.
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Re: Global illumination with cutouts

Postby Ricardo Teixeira » Thu Sep 13, 2018 10:39 am

Happy to help!
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