Custom LightModel from .cginc file

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sunrice
Posts: 14
Joined: Fri Nov 24, 2017 10:27 am

Custom LightModel from .cginc file

Post 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=1wB77N ... AE9MvgZKYk
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Amplify_Borba
Posts: 1239
Joined: Mon Jul 24, 2017 9:50 am

Re: Custom LightModel from .cginc file

Post 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=1wB77N ... AE9MvgZKYk
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Amplify_RnD_Rick
Posts: 40
Joined: Wed Mar 01, 2017 6:33 pm

Re: Custom LightModel from .cginc file

Post 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?
sunrice
Posts: 14
Joined: Fri Nov 24, 2017 10:27 am

Re: Custom LightModel from .cginc file

Post 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.
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