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2) The problem is you can't just take thing out of AutoLight.cginc and get them to work in your shader. So it's a mystery what the surface shader...
Just making things clear 1) This shader was produced from the generated code of a surface shader; then gutted. What left of the code is necessary...
I've looked over the generated code and extracted the first and second forward rendering passes. Next I striped out everything. I am convinced...
I can't really help you but I would suspect that the script is the problem I would play around with the code commented with // alexzzzz fix , //...
Still that would not explain why when I remove the fullshadows keyword I get the exact same code. the only thing that changes is that I either do...
I looked at the diffuse shader generated code with and without fullshadows. There is no difference in the code. fwdadd_fullshadows must effect...
Okay that explains why nothing related to shaders has had any effect. Thank you for answering, I've been at wits end trying to figure this out. Is...
Point light are square in vert frag shades. The range of the light isn't being applied so thing look square. This problem has been going on for a...
"Settings to defaults shader probably make the objects pink" Do you know this for sure? Can you post the code for your shader?
I don't think I understand you. This has nothing to do with diffuse light, It's not mentioned in the picture above. warped lighting would be...
I was looking around on the internet and saw that people were having a problem creating an accurate hair shader. It is is because hair is complex...
Well I guess I could do the math differently though it wouldn't make it Lambertian anymore. This is why I wish we could do more than add multiply...
Yes but it doesn't give the generated code from the shader. I'm going to look around some of the include file to see if I can find anything that...
GTX 960M might be upper mid range now. I'm running a Quadro NVS 290 on a work station PC. It's low end but better than dedicated graphics.
thanks I've been getting Lambert and irradiance confused "If we didn't clamp the dot result, our light will remove color" Is this a mathematical...
I'm glad you were successful I know what it's like to work on shader for a long time. BTW what range was you target application, high end PC or...
Oh okay. Then how or why is NdotL clamped? Is it due to using normalize or saturate. I wouldn't think so but I can't figure out any other way that...
I've been looking for the same thing for a while now but I don't have access to generated code. Previously I tried looking in the AutoLight.cginc...
I understand that is is based on cosign. I was just uncertain if it was clamped or not; I suspected that it was. Is the clamping built into Unity...
I am very confused about the light fall off for Lambert. I know that NdotL returns values between 1 and 0 corresponding to 0&180 to 90 degrees....