Is it possible to set up Amplify to drive a custom surface shader that uses a modified version of unity's legacy PBR lighting?
We have a new artist on our project who is showing great potential but has very limited experience in writing shaders the traditional way. What would be ideal is for our artist to be able to use amplify to write the "surface shader output" side and leave the "engine" Lighting and back end of the shader writing to me.
Effectively Id like to be able to expose the inputs of our custom system to Amplify.
I have very limited experience with Amplify so I might have just missed something obvious but it looks as if its not as simple as creating a custom template.
Cheers
Brn