unity hd render pipeline

Node-based Shader Editor

unity hd render pipeline

Postby adndima » Mon Jul 02, 2018 10:34 am

Is it possible to make the Amplify Shader Editor work inside the book of the dead?
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Re: unity hd render pipeline

Postby Ricardo Teixeira » Mon Jul 02, 2018 11:16 am

adndima wrote:Is it possible to make the Amplify Shader Editor work inside the book of the dead?


Hello,

Do you mean creating HD compatible shaders in ASE? It's not possible at the moment, we're still working on HD support; Lightweight SRP is already available.

Please do keep in mind that we don't officially support Unity Beta versions, support for Unity 2018.2 will be available at a later stage. You may disregard any warnings or errors when importing the package as the available version is not officially compatible.

Let me know if you have any additional questions, we would be happy to elaborate!
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Re: unity hd render pipeline

Postby adndima » Mon Jul 02, 2018 12:39 pm

Thank you very much for the answer
The question is whether there is support for wind and subsurface foliage?
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Re: unity hd render pipeline

Postby Ricardo Teixeira » Mon Jul 02, 2018 12:47 pm

adndima wrote:Thank you very much for the answer
The question is whether there is support for wind and subsurface foliage?


That's a specific shader that you should be able to create, you can actually build something fairly similar with the standard PBR shaders using translucency or transmission.
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