Custom Lighting Normals

Node-based Shader Editor
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jimmyneutron
Posts: 4
Joined: Thu Nov 30, 2017 12:54 pm

Custom Lighting Normals

Post by jimmyneutron »

Hello all,

I have migrated from shaderforge to amplify and am just confused about how to use normal textures in a custom lighting shader. From memory this was still possible by using the main normal input like a typical shader in shaderforge, however it appears to be greyed out in Amplify's editor once a shader is set to custom lighting.

Any advice would be appreciated.

thanks,
jimmy.
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Ricardo Teixeira
Posts: 954
Joined: Fri Aug 09, 2013 2:26 pm

Re: Custom Lighting Normals

Post by Ricardo Teixeira »

jimmyneutron wrote:Hello all,

I have migrated from shaderforge to amplify and am just confused about how to use normal textures in a custom lighting shader. From memory this was still possible by using the main normal input like a typical shader in shaderforge, however it appears to be greyed out in Amplify's editor once a shader is set to custom lighting.

Any advice would be appreciated.

thanks,
jimmy.
Hello Jimmy,

Thank you for using ASE, we really appreciate the support!

It works a bit differently in ASE as the Normal input in Shader Forge is not standard. As you might have seen, we offer a flexible Custom Lighting system that allows for additional customization.

For Normal use in ASE Custom Lighting, be sure to check the nodes below.
Indirect Specular Light
Indirect Diffuse Light
Standard Surface Light

Let us know if you have any followup questions.

Thanks!
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jimmyneutron
Posts: 4
Joined: Thu Nov 30, 2017 12:54 pm

Re: Custom Lighting Normals

Post by jimmyneutron »

Hi Ricardo,

excellent! I will look into these and let you know if i have any further questions.

thank you,
jimmy.
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