Hey there,
I am a little unfamiliar with the higher skills of shader programming, so apologies if I am asking some very basic questions:
So, I've just updated ASE, and found the XRay sample. We're working on an XRay system in our game, and we're going to use the standard Unity route of using replacement shaders; however this looks like an interesting and easier solution.
However, because there's no documentation yet, I am left with some questions how this is implemented:
1) The vertex outline is only rendered when the Z value in the depth buffer is closer than the z of the fragment. However, I can't find any logic which actually tests this - is this a property of the outline function itself?
2) Would I be able to replicate this if I wanted to create something entirely custom? (For example, generate a color gradient for the mesh based on fragment height; and only show that on parts that are behind the current z buffer value.)
3) I was under the impression it wasn't possible to create multi-pass standard surface shaders yet. The .shader file contains multiple cg programs, but not passes. How exactly was this achieved?
My end goal is to take Unity's standard shader and a couple of our own custom ones, add new pass into it like the XRay sample but with our own visuals for about 8+ different shaders. If I can get through to that using ASE rather than hacking our tech artist's shader into existing .shader files that'd be amazing.
Thanks in advance!
Chris
XRay Shader: How was it created?
- Amplify_Borba
- Posts: 1239
- Joined: Mon Jul 24, 2017 9:50 am
Re: XRay Shader: How was it created?
Hello Chris, thank you for getting in touch and for your support!
I'll have to pass this topic to the developer as he can provide better insight regarding the X-Ray sample than I can, he'll get back to you as soon as possible, thank you for understanding!
I'll have to pass this topic to the developer as he can provide better insight regarding the X-Ray sample than I can, he'll get back to you as soon as possible, thank you for understanding!
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AurochChris
- Posts: 2
- Joined: Mon Aug 06, 2018 11:17 am
Re: XRay Shader: How was it created?
No worries, I understand!