I'm basically looking to take this texture & plug it into the clip channel of a particle system to get something similar to the function of TexEmit(another Unity plugin on the asset Store), I get how to feed it into the fx just not how I would go about getting the output achieved from ASE
Out putting a mask from Shader to external code
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TheLowestAnimal
- Posts: 1
- Joined: Mon Oct 29, 2018 5:57 pm
Out putting a mask from Shader to external code
I'm currently new to using ASE & was wondering if theres a way to output a composited mask built in my shader editor to the rest of Unity. Is there a node that can just do this or a way to get it to output that any one knows of, even a point in the right directionwould be welcome thank you!
I'm basically looking to take this texture & plug it into the clip channel of a particle system to get something similar to the function of TexEmit(another Unity plugin on the asset Store), I get how to feed it into the fx just not how I would go about getting the output achieved from ASE
I'm basically looking to take this texture & plug it into the clip channel of a particle system to get something similar to the function of TexEmit(another Unity plugin on the asset Store), I get how to feed it into the fx just not how I would go about getting the output achieved from ASE
- Amplify_Borba
- Posts: 1239
- Joined: Mon Jul 24, 2017 9:50 am
Re: Out putting a mask from Shader to external code
Hello, thank you for getting in touch and for your support!
Unfortunately, it's not possible to output textures through ASE.
If you do not intend to use the ASE shader in your particles, I believe that the viable alternative would be to capture the generated texture through additional scripting.
Depending on the effect you're creating, you might also consider using Custom Data passed through the Custom Vertex Streams, as shown in this video.
Please let me know if this helps, thanks!
Unfortunately, it's not possible to output textures through ASE.
If you do not intend to use the ASE shader in your particles, I believe that the viable alternative would be to capture the generated texture through additional scripting.
Depending on the effect you're creating, you might also consider using Custom Data passed through the Custom Vertex Streams, as shown in this video.
Please let me know if this helps, thanks!
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