Rob_Positomic wrote:Hi all,
I have been able to combine the Curved World Asset with ASE and get it to work. However, I need the Curved World vertex offset to apply after the surface shading occurs.I believe I need to add a new Pass to the Shader for this; and to make sure that I can still edit in ASE; this should be done using a template.
I'm curious to confirm this is the right approach, and if anyone has done something similar - or can give me a rough guide as to what I need to do to pull this together.
Hello Rob,
Thank you for getting in touch, we would be happy to help!
I must admit that I'm not entirely familiar with Curved World, or its specific requirements, but our users seem to be using it without a custom template. Are you looking to implement a specific feature or technique that we should be aware of?
If you are comfortable with shader programming, a template is the most flexible solution; in the end it really depends on your specific requirements.
You can use Curve World by adding its cginc and using a simple custom expression, check the link bellow for additional information.
Curve World Shaders with ASEMulti-pass support, along with relevant template samples, will be available soon.
Looking forward to your reply!