ASE :: Custom Lighting

Node-based Shader Editor

ASE :: Custom Lighting

Postby MudPuppet » Wed Dec 20, 2017 7:13 am

Hello,

I am working on some really basic Mobile shaders and have no problems with them when I am using a Directional Light but if I use a Spotlight I don't get any results. My use case is car headlights. I have done some tinkering around and from what I can tell I need to set the Light Model to Custom Lighting and Pipe in something like a Blinn-Phong-Light node into the Custom Lighting slot.

I really have no idea how to implement this properly even at the most basic level and thought that it would be really great if there was a video tutorial to cover the aspects of custom lighting using ASE. I am under the assumption that custom lighting is the only way I can get around this issue.

Alternatively I would appreciate any info that might set me on the right track.

Kind Regards,
MudPuppet
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Re: ASE :: Custom Lighting

Postby Amplify_Borba » Wed Dec 20, 2017 12:05 pm

MudPuppet wrote:Hello,

I am working on some really basic Mobile shaders and have no problems with them when I am using a Directional Light but if I use a Spotlight I don't get any results. My use case is car headlights. I have done some tinkering around and from what I can tell I need to set the Light Model to Custom Lighting and Pipe in something like a Blinn-Phong-Light node into the Custom Lighting slot.

I really have no idea how to implement this properly even at the most basic level and thought that it would be really great if there was a video tutorial to cover the aspects of custom lighting using ASE. I am under the assumption that custom lighting is the only way I can get around this issue.

Alternatively I would appreciate any info that might set me on the right track.

Kind Regards,
MudPuppet


Hello MudPuppet, thank you for getting in touch!

We've tested Unity's Spotlight with Standard and Custom Lighting modes and it seems to be working as intended, so we'll need a few additional details in order to sort out the issue you're having.

Would you please share your Unity and ASE versions? The latest ASE version is available through our website so, in the eventuality that you're running an older version, please update and confirm if the issue is still present.

If so, could you provide us a sample of your shader so that we can investigate the issue?

Regarding your suggestion, we're currently working on beginner level node tutorials, so you can expect us to tackle custom lighting in the future, stay tuned!

Looking forward to your reply.
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Re: ASE :: Custom Lighting

Postby MudPuppet » Thu Dec 21, 2017 6:26 am

UNITY :: 2017.1.1(f1) on OSX
ASE :: v1.4.1.002
TARGET PLATFORM :: iOS using Metal

Hello,

Thanks for the quick reply. I have put together a simple scene that has both Unity Standard Shader and my ASE Mobile Shaders. I have set up 1 x Directional Light plus 1 x Spotlight and have organised it all for easy switching so that you can see the issue I am having with the Spotlight having no effect on my mobile shaders.

I am sure that this is just an issue at my end due to a lack of knowledge or experience using ASE for shaders that I want to use to replace the Unity Standard shaders in my iOS mobile game. I have not included my failed attempt with custom lighting because it sounds like I shouldn't even need it. I am unfortunately stuck using Unity 2017.1.1 due to a physics bug that is prevalent in all newer versions (although I am waiting to see if 2017.3.x has it fixed).

Any assistance would be greatly appreciated. I have zipped up a Unity Package (around 3.8meg) and put it on my server for download.

Kind Regards,
Graham T
GT3D
http://gt3d.net/Client/ASE_SpotlightTest.zip
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Re: ASE :: Custom Lighting

Postby MudPuppet » Thu Dec 21, 2017 7:14 am

PROBLEM SOLVED!!!

From what I can tell the problem was that I had the Add Pass option disabled in the Rendering Options.

However, seeing as someone in support would be reading this anyway I might as well shoot another quick question through... What is the main difference is between Transparent Cutout and Tree Transparent Cutout?

Kind Regards,

Graham T
GT3D
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Re: ASE :: Custom Lighting

Postby Amplify_Borba » Thu Dec 21, 2017 10:57 am

MudPuppet wrote:PROBLEM SOLVED!!!

From what I can tell the problem was that I had the Add Pass option disabled in the Rendering Options.

However, seeing as someone in support would be reading this anyway I might as well shoot another quick question through... What is the main difference is between Transparent Cutout and Tree Transparent Cutout?


Glad to know that you've managed to find the root of the problem!

Regarding your question, the Render Type tags can be used when rendering with replaced shaders, the Transparent Cutout should be used for masked transparency shaders ( Transparent Cutout, two-pass vegetation shaders ) while the Tree Transparent Cutout is intended for use with the terrain engine tree leaves.

You can find more information in the Shader Replacement section of the Unity Manual.

Don't hesitate to get back in touch if you have any further questions, thanks!
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