Whats the "dirty" property that the editor generates? Another one happens when you select a node and the you select the unity window and bring it outside windows screen position, if you do that the selected node starts moving when it's outside of view, it does this indefinitely, I even managed to have a node somewhere into the infinity and it's a pain to bring it back. One of them happens when you click in the title of the shader and you drag down, it mouse starts doing the box selection but the content starts moving down as well. Either way, when I finally put the node in, it worked, including the clamp, but the funny part is that the subtraction node still didn't ? I opened the generated code and the float constant value that I set to one was being generated as a zero, so it was doing (0-myValue), seems like a bug.Ī few bugs I found were all about the window, so I didn't dock it. Maybe it's force of habit but i wasn't getting there just by searching the name. At first I thought you did't have any invert node so I simply did a subtraction (1-myValue) and since my clamp wasn't working either for some reason I finally gave up and opened your example with the rim light and I noticed you do have the invert node (One Minus). In the process I noticed some things not doing what I expected, it was hard to tell if it was error in my part or not because shaders are hard to debug but I just wasn't able to invert a simple fresnel effect in the range. I then proceeded to something else and tried a simple rim effect. You do have the screen position stuff for the uvs but without any way to get the screen current frame it's impossible to do anything refractive. Unfortunately I couldn't even create a refraction effect since you don't have any node that gives us the screen color, or in other words, that adds the screen grab pass to the shader. I decided to start with some easy stuff and tried to re-create a shader I created a few weeks ago that simply does some refractive effect with chomatic aberration. So, I played with it for an hour or so and I have a few notes to make. SF assets are not bound to any shader, you can use them multiple times throughout your project, in the same shader, inside other Shader Functions, or even share them with other users. Easy to setup and extremely flexible, they work by receiving input values directly from your shader, processing that information and outputting them back for further alterations or direct use. SF for short, are reusable node networks condensed into a single node with custom output and input ports. The current ASE package includes Particles, UI, Sprites and Image Effects templates. Be sure to check the official wiki page for additional information. Templates are just as regular Unity shaders but with special ASE tags placed at key points. No longer will you be limited to default shader types, it’s the ideal solution for custom shader pipeline requirements that take advantage of node-based shader authoring. You can finally break free from standard surface shaders. ASE will continue to be improved throughout 2020, we have a lot planned for this year! You can currently create and extend Surface Shaders, create your own shader types via Shader Templates, use Custom Lighting, or even create your own Custom Nodes using the ASE Node API. Custom Options can now be added directly over templates. Support for Specular workflow into Lightweight PBR SRP template.Support for Material Types into HD PBR SRP template.Can Pan and Zoom ASE canvas camera through keyboard directional keys.Can now access 8 UV channels when on Unity 2018.2 and above.Substances can now also be used on ASE canvas with Unity 2018 and above through the Substance in Unity plugin.Support for Custom Render Texture usage on Unity 2017 and above via Custom RT templates.Legacy HD and Lightweight SRP v3.x.x/v4.x.x/v5.x.x templates are also supplied via Legacy packages.Amplify Shader Editor supports both HD and Lightweight SRP v6.x.x via templates.Added new post-processing stack tool which generates a cs script with a PPS Renderer and Settings from a given shader.Easily share selected portions of the graph through the Share button.Take a screenshot of your whole canvas by simply hitting the Screenshot button.New tag system created to improve node search.Improved nodes preview rendering refresh behavior.Infinite loop detection is now faster, reducing hit when connecting nodes on large graphs.Added new HD Lit template compatible with Unity's HDRP shader inspector.Added templates specifically for the new Universal Rendering Pipeline.Volumetric Pixelize by Raphael Ernaelsten.NEW! Support for HD, URP, and Lightweight SRP NEW! Compatible with Substance in Unity plugin NEW! Support for Post-Processing Stack shaders NEW! Easy graph share through Share button
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