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Hi Amplify Team, Just a couple of quick bug reports regarding precision: * The Template and TemplateMultiPassMasterNode never assign the...
Hey Amplify Team, Quick feature request: Can we please get a precision graph property for shader functions, preferably under the 'General'...
Ah, I didn't realise the last two issues were specific to 'call' mode only. See attached for a sample shader that reproduces the last two issues...
Hi Amplify_Ricardo, On the topic of the custom expression node, I would like to report a few issues with the node that I have been too lazy to...
That’s a fantastic idea! Brian Sharpe’s noise lib has great noise quality and is very efficient (although the parallel optimisations make it quite...
So to clarify, we could implement checkboxes if the ASE devs give us one or both of the following features: 1.) A ToggleOff Property Attribute -...
Sorry, I didn’t explain that well in my post but the forum wouldn’t allow me to edit my post twice (kept generating an error about spam or...
I know of 2 methods to turn off specular highlights and/or reflections when using surface shaders: Method 1 - #Define Overrides Refer to *this*...
Thanks for pointing me to that thread, I wasn't aware of that one. Unfortunately I have discounted most of the common causes mentioned there...
Sorry. Forgot to mention I can reproduce this issue on 5.5.0b8 and also 5.4.1p4
Forcing OpenGLES3 on an Android device supporting 3.1 (i.e HTC 10) causes a significant frame rate drop compared to OpenGLES2. I have uploaded a...
Thanks Rick. This relates to additional optimization tests I have been working on that I hope you could add to the community roadmap as a...
Bug report for latest version: I get the following error in Unity when building to Android whilst using an ASE shader targeting SM3.0. I edited...
@Amplify_RnD_Rick Yes custom light models will be a better solution, thanks! I also wanted to ask whether you are considering support for the...
Good point ! I have edited my earlier post to suggest (1, 1, 1, 1) as the default Ah I see, I actually only use pure white (I always change it...
Amplify Team, I have a couple of other requests/suggestions based on my testing so far: _SpecColor for Blinn Phong as per kebrus code EDIT:...
@kebrus Thanks !! That works well, I had a peek at the code yesterday to attempt the same thing but didn't appreciate how complex a node based...
Hi Amplify Team, I'm trying to use ASE to create a cubemap reflection shader using Blinn Phong for specular highlights, but the specular...
Yes and square aspect for PVRTC compression compatibility. I haven't deployed to iOS yet but from what I read Unity still requires square textures...
Hi @MirzaBeig, First off, thanks for all your hard work on Ultimate VFX and making it available at such a reasonable price. Some of your latest...