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[Best Tool Asset Store Award] Amplify Shader Editor - Node-based Shader Creation Tool

Discussion in 'Assets and Asset Store' started by Amplify_Ricardo, Sep 13, 2016.

  1. SunnySunshine

    SunnySunshine

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    Can't you just check "Cast shadows"?
     
  2. deab

    deab

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    Aug 11, 2013
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    Tried this, but the results are weird. Hard to see here, but mostly no shadow, but some banding:

     
  3. Amplify_Borba

    Amplify_Borba

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    Jul 24, 2017
    Posts:
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    Hello! This could be possible, although you will likely have to resort to additional steps to extract a texture from a shader, such as the ones discussed in this thread, as this is beyond the scope of our editor.


    Hello, this is possible to achieve on the Standard Surface shader through the following setup:



    Do note that you'll also have to turn on the 'Cast Shadows' parameter.


    Thank you for the heads up!
     
    SunnySunshine and deab like this.
  4. deab

    deab

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    Brilliant thank you, worked a treat! Plus I learnt something!
     
    Amplify_Borba likes this.
  5. rizu

    rizu

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    Oct 8, 2013
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    I know HD Lit support is on the way (really waiting forward to that myself) but we have/will soon have (5.x.x) Fabric, StackLit and Hair Graphs for the HDRP as well.

    I'm curious, what is the grand plan on HDRP support, will ASE eventually support all upcoming graphs or will it just focus on the "most" important ones?
     
    deab likes this.
  6. Amplify_Borba

    Amplify_Borba

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    Hey there, we're hoping to support any graphs that we can, as long as they make sense in the context of our editor.

    We are unable to offer any estimates though, as these systems are still work-in-progress, so we'll be adding them as soon as possible.
     
    rizu likes this.
  7. BOXOPHOBIC

    BOXOPHOBIC

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    Jul 17, 2015
    Posts:
    82
    Hi everyone,

    I've been working lately on some material property drawers, one of them being a Category drawer and I was thinking that some of you will find it useful. It draws a rectangle with a category text instead of a property. For everyone interested, I attached a package with an example shader. It can be used with ASE or any other shader by using the [Category(My Category)] attribute on any material property.
    Since a property can have multiple drawers and decorators, collapsing/expanding can be a bit tricky to do, so no support for now.

    @Amplify_Borba If you guys find it useful, I'll be glad to see it included in ASE for everyone intereseted.

    Here is how it looks:
    CategoryDrawer.jpg

    How to with ASE:
    1. Create a new float, make it a Property with Auto-Register enabled
    2. Create a new Custom Attribute: Category(My Category)
    3. If the Category's string is missing, the float's name will be used instead
    4. The exposed property will be replaced in the inspector with a Category rectangle

    With some custom textures it can be customized further. One example of my shader:
    CategoryDrawerBox.jpg

    Have a nice day!
     

    Attached Files:

  8. Amplify_Borba

    Amplify_Borba

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    Hello, thank you for your kindness, I've shared this sample and information with the developer for further consideration.

    As always, proper credit will be given if we do implement this.
    Keep up the good work!
     
    BOXOPHOBIC likes this.
  9. KRGraphics

    KRGraphics

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    This is going to be useful as HELL. especially for shaders with a lot of options :)
     
    Amplify_Ricardo and BOXOPHOBIC like this.
  10. Amplify_Ricardo

    Amplify_Ricardo

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    Christmas Came Early This Year! Get Amplify Shader Editor, Playmaker, Ultimate VFX, and much more at a discounted price with the Asset Store Quick Prototyping bundle!

    Learn more: Asset Store
     
  11. KRGraphics

    KRGraphics

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    Speaking of shaders, I'm still having issues with my hair shader not compiling as well as trying to figure out how to add passes to the shader. (It's not exactly artist friendly)
     
  12. Amplify_Borba

    Amplify_Borba

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    We understand that this is quite an advanced and complex feature, and we're definitely hoping to improve it in the future in order to make it more artist friendly, so all feedback is welcome!

    Although we have included two tutorials for single and multipass templates in ASE's Wiki Manual, together with a MultiPassDistortion sample ( AmplifyShaderEditor\Examples\Official\MultiPassDistortion ), please let us know if there's anything that you believe is lacking in terms of information or could be improved in some way.
     
  13. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    Hey guys,

    We've uploaded a new build into our website.

    Here are the release notes:
    Release Notes v1.5.9 rev 02:
    • New Nodes:
      • Vertex Id
      • Primitive ID
    • Improvements:
      • Matrix type nodes can now be GPU instanced
    • Fixes:
      • Fixed issue with 'Fresnel' node with Tangent Normal vectors on Surface shaders
      • Fixed issues on Motion Vector pass on both 3.x.x. and 4.x.x templates
      • Fixed issue with world pos generation on HD 4.x.x

    Happy shader creations!
     
  14. SunnySunshine

    SunnySunshine

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    Interesting. Would this make it possible to read data from ComputeBuffers using the vertex id?
     
  15. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    Yes, this internally adds a variable to our vertex data using the SV_VertexID semantic, and one of its uses is exactly that.
     
  16. SunnySunshine

    SunnySunshine

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    That's cool!
    Does Amplify Shader Editor support ComputeBuffers or would that have to be done with custom expressions or includes?

    Also, how does VertexID work with tessellation?
     
  17. KRGraphics

    KRGraphics

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    I'll have to very slowly read the docs. And make a backup of the file
     
  18. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    For now you need to rely on Custom Expressions/Global Array nodes and Includes to make use of it. We don't supply any means on defining StructureBuffers inside ASE.
    Regarding Tessellation, Vertex ID comes from vertex data to the vertex shader which happens before the hull shader stage. I'm not quite sure how ids are assigned(or not) to new vertices generated by tessellation.

    We do apologize for the documentation to be a bit confusing. It really needs an overhaul to be more clearer and also update it with the functionalities we've implemented over these last few months.
     
  19. KRGraphics

    KRGraphics

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    So reading the docs, the part that messes me up is the wall of text that has all kinds of stuff in it. What I am trying to do in my hair shader is add two extra passes for the hair. And that would mean adding two subshaders (One with Cull set to front, and the other to back), but all of the extra code, it makes it hard to add all of this. I'm editing the template itself and not the shader.

    I'll have to reference the Alloy Hair Shader to figure out how to do it. It would be kinda nice to do this in the shader editor itself...

    Also my shader won't compile
     
    Last edited: Nov 21, 2018
  20. swenson5559

    swenson5559

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    This is awesome. However, that .rar file you posted leads me down a dark and encrypted road.
     
  21. sacb0y

    sacb0y

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    May 9, 2016
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    Hey there peeps i need advice, but i'm gonna ask for advice while offering something i KNOW people have been looking for.

    Ever wanted anisotropic specular reflections for hair and metal and stuff? Here you go! it's based on Ward BRDF model found here.

    Here is is in steps:

    Half Vector (H)


    Tangent and Bitangent (dotHT and dotHB)


    dotHN and dotVN, i don't fully understand the need for this but it's part of the model. Also N here is "World Normal", V is "View Dir".


    lambert shading model (dotNL, L is "World Light Direction")


    Bringing all the data together to get the reflection


    Adding adjustment settings.


    From there it just needs to be added to the final shading stuff. Also this is all done in custom lighting.

    Here's the result (besides some other shading stuff)


    Now can anyone help me stretch the indirect specular reflection node like this?



    I expect it can be a similar concept but surely someone has some ideas XD. I know of plenty of normal map methods but thats not what i need.

    The only shader setup I know of requires access to the cube map data so i can have access UV...Or maybe adding some kind of texture sample to plugin to the normal port with the stretch done in the UV of the texture sample? I dunno -_-...
     
    Last edited: Nov 22, 2018
    BOXOPHOBIC and zyzyx like this.
  22. Amplify_Borba

    Amplify_Borba

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    Do you have any specific errors in the shader's inspector that you could share?

    Unfortunately, there's not much we can do at this time in order to assist with the templates, we'd have to examine the shader and try to replicate it ourselves, which is something that it's currently not possible due to our limited time and resources. We apologize for the inconvenience, please rest assured that we'll do our best to help debugging any possible issues.


    Thank you for sharing this!

    Is the sample and information provided in this post in line with what you are looking for?
     
  23. sacb0y

    sacb0y

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    Hmm, I'll check it out. oof 2016, is that even compatible? XD

    It looks like it uses the normal map method, and I can't tell if it affects reflections (beyond the bumpiness of the normal). I'll pry into this properly when I wake up. Might at least provide an interesting node setup.
     
  24. KRGraphics

    KRGraphics

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    This is one of the errors I get when I try to compile the shader. I only have a few textures on this shader (Albedo, Alpha, Normal Mapping, and a texture that allows me to colour the individual strands.
     
  25. Prodigga

    Prodigga

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    Apr 13, 2011
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    Hello!

    What do I need to add to my template to let the user specify BlendOp ?

    Also, I dont think there is a 'none' BlendOp option. If I want to reveal the normal blend operations in the editor, but I dont want any blending by default, I add 'Blend One Zero' to my shader. Then the Blend section will appear in the shader editor. How would we achieve this with BlendOp's? I would want to make sure the default BlendOp in the shader editor is to not do a blend op, but I would like the user to be able to pick one if they want.
     
  26. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    We had similar issues from other users and that was a bug on how the interpolators were being registered on one of its passes.
    Can you please try the latest version and let us know if the issue persists?

    For the current version, we can only do this through the /*ase_all_modules*/, but this tag registers all properties.
    The tag itself takes into account all the values that are manually registered outside of it.
    P.e.:
    Code (CSharp):
    1. SubShader
    2. {
    3.     Tags { "RenderType"="Opaque" }
    4.     Cull Off
    5.     /*ase_all_modules*/
    6. }
    When ase_all_modules is detected, it knows that Cull was already declared and will not register it with the default value but rather with the one which was set ( on this case Off )

    This /*ase_all_modules*/ may be bit of an overkill for you but for now it is the only way to register a BlendOp without having to declare it over the template.

    But rest assured that we can and will add a special tag to be able to add the BlendOp individually. This will be available soon.

    In other news,
    We uploaded a new build into our website.

    Here are the release notes:

    Release Notes v1.6.0 rev 00:
    • Improvements:
      • Updated SRP templates to v4.2.0
    • Fixes:
      • Fixed issue on GBuffer pass over HD PBR template
      • Fixed alpha clip issues on Legacy HD PBR template


    We hope you guys have an awesome weekend and happy shader creations!
     
    Prodigga likes this.
  27. KRGraphics

    KRGraphics

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    Will do.
     
  28. KRGraphics

    KRGraphics

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    I am still getting the same errors... I am using the Legacy HDSRP btw since I am still on 2012.2
     
  29. Cascho01

    Cascho01

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    Mar 19, 2010
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    When I try to make a srp shader as discribed in the video: Scriptable Render Pipeline support is here!
    I get Shader Compilation errors:
    Shader error in 'Hidden/Templates/LightWeightSRPPBR': failed to open source file: 'Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl' at line 67 (on d3d11)

    Help please!
     
  30. Amplify_Ricardo

    Amplify_Ricardo

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    Hey there, which Unity, SRP LW and ASE version are you using?
     
  31. BOXOPHOBIC

    BOXOPHOBIC

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    Got a bit bored today at work and with just a few texture modifications, I made the ASE canvas to look much cleaner :D. Not a game changer of anything, ASE is great, but I think that it would be a nice upgrade.

    ASE Canvas.jpg

    Have a nice weekend!
     
  32. Amplify_Ricardo

    Amplify_Ricardo

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    Hey, that's pretty cool, love the flat look!

    It would be awesome if we could offer different styles in the future, it's something that we've actually discussed a while back; it's not a very known fact but users can customize almost everything.

    Did I mentioned we are open to contributions? ;)
     
  33. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    Have you unpacked/imported the HDSRPTemplates (Legacy).unitypackage to update the templates on your end?
    I'm asking this mostly because that issue you presented was being thrown by an incorrect interpolator registry over the template itself so only updating the main ASE package is not enough.
    Nevertheless we'll try to replicate this issue and will upload a new build as soon as we figure out what might be happening.

    So what might be happening is that you must be trying to use the latest SRP shaders on an older version.
    From the error I presume that you are using Unity 2018.2.x and SRP v3.x.x . For these versions you will need to import the packages with the (Legacy) tag on its name.
    We have added a Readme file over the SRP folder describing which packages must be imported over each versions.
     
    Last edited: Nov 23, 2018
  34. Elecman

    Elecman

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    Is it possible to send custom data from the vertex shader to the fragment shader via UV variables? It is not possible to do this in Unity Shader Graph, which is a dealbraking limitation for my project.

    Edit: looking at the documentation, the Vertex To Fragment Node is designed for this, correct?

    Also, Shader Graph uses Vector3 instead of Vector4 for the mesh tangents, which is another major limitation. Does Amplify Shader Editor impose the same limitations?

    Edit: looking at the documentation, With Amplify Shader Editor, it is also not possible to retrieve the w component of the mesh tangent. May I suggest changing this to Vector4 instead? My shader does not use the mesh channels what they are designed for. I don't use color in the color channel, or tangent in the tangent channel. Instead, I store all sorts of custom data in the mesh channels, and I need to w component of the mesh tangent too.
     
    Last edited: Nov 24, 2018
  35. KRGraphics

    KRGraphics

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    Yes. What I'll do is a fresh install of ASE and see if the error goes away
     
  36. JohnnyFactor

    JohnnyFactor

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    May 18, 2018
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    I have created an animated grayscale procedural texture and I want to plug it into the normal input. I thought it was the Create Normal node but that is only for bitmaps it seems. What node do I need to convert this into a proper normal map?
     
  37. corjn

    corjn

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    Feb 6, 2014
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    55
    Hey, I think I've found a bug in the latest unity bêta : the texture array creator is broken in unity 2018.3.0b11 for compressed formats.

    Repro : blank project with b11, import amplify. Try to create a texture array in dtx5 with anything. Array will be blank et errors will show up in the console.

    Do you have any idea how to fix that ?
    I made the exact same repro but with 2018.2 and it's working. So I really think you have a bug with 2018.3. Meanwhile I will just use 2018.2 and save texture arrays inside my 2018.3 project. (tested, and it works, array created with .2 works well with .3)

    Thanks for your time and amazing asset,

    Jonathan.

    PS :

    Just want to add that it would be awesome to have this included in amplify :)
     
    Last edited: Nov 24, 2018
    arnoob likes this.
  38. KRGraphics

    KRGraphics

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    Decided to do an update on my Skin shader material to emulate Marmoset Toolbag with two maps that will allow me to paint deeper detail into my characters. The idea is the sum of the textures need to equal 1.

    This first screenshot is with the Epidermis and Subdermis turned OFF. In reality, without the blood in your skin, you would look like a cadavre. Actually in most renderers, setting the weights on both of these would disable the colour on the skin.
    Screenshot 2018-11-25 01.32.11.png



    This is with Epidermis Weight set to 1... I would love to see this set lower. In this layer, I want to get as close as possible to the original base texture...
    Screenshot 2018-11-25 01.45.49.png

    This is the Subdermal Weight set to 1. In Substance Painter, this serves as the fleshier part of your character and where you paint things like tattoos and details under the skin like pot marks and veins to give the impression of blood under the skin. Notice the subtle vein on the forehead... I will be removing this.
    Screenshot 2018-11-25 01.34.12.png

    And this is the final set up with the weights+ tint set appropriately... the end result is a sum of one on the weighting... Screenshot 2018-11-25 01.34.41.png


    Subdermal mapping in Substance Painter. I will be adding some form of micro cavity map on this just as a debug. Kinda wish the Diffusion Profiles could be added to the shader itself for finer control. Screenshot 2018-11-25 01.12.52.png
     
  39. arnoob

    arnoob

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    Hello everyone.

    I have a simple technical question :
    From my researches I found that samplers (reading from a texture) are some of the most ressource hungry functions in a shader. So now I try to keep them as low as possible. However, I was wondering, if I store a small texture into a color global array, can't I basically have a 1d texture without using texture sampling?

    Basically, what is the performance impact of using a global array in a shader compared to using a texture sampler? Would using a global color array to store a small texture be beneficial to the performances?
     
  40. B4ttleCat

    B4ttleCat

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    Mar 31, 2014
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    Hi there

    I'm an artist and totally new to shaders (plus I'm not a very good programmer) so coding my own shaders is out of the question. I'm curious how useful ASE is for making 2D games. From memory, all of the examples I've seen have been in 3D so far!

    Thanks for your time.
     
  41. KRGraphics

    KRGraphics

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    I actually love the flat look :)
     
    BOXOPHOBIC likes this.
  42. rerwandi

    rerwandi

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    Dec 8, 2014
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    Hi guys, i want to start learning about making shaders but i know almost nothing about it.
    What is the best way to start ?
     
  43. BOXOPHOBIC

    BOXOPHOBIC

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    I'm glad that you like it!
    I already know that :). I actually have one skybox sample included. I sent over the modified images via email.
     
  44. eobet

    eobet

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    So I'm still a super newbie when it comes to this, and trying the low-poly water community shader for flat lighting yielded really strange results:

    Capture.PNG

    Instead, I used the setup that @BOXOPHOBIC pasted and that worked better, although apart from being forward only, I'm unsure of what consequences "custom lighting" will give me in the future (as I plan to do specular etc from texture input as well so I can have a similar easy setup in Blender without having to input any values):

    Untitled-1.png

    But I just noticed that it's not 100% flat. I'm not sure, but it looks as if when you pass from lit to shadow, it's still a gradient:

    GIF.gif

    (Also, I wonder if there's a better way to sample the lighting direction/intensity across the entire polygon, to avoid the weird mis-matches like that black triangle which made me discover all this. Perhaps even to try to maintain the quad look better. Probably way too advanced than what I can handle, though.)
     
    Last edited: Nov 26, 2018
  45. Amplify_Borba

    Amplify_Borba

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    Hello, the Vertex to Fragment node uses Unity's shader interpolators ( TEXCOORDs ), so you should be able to use them for your intended use.

    Regarding your second question, we do offer the W of the Vertex Tangent, although it's pre-multiplied by the unity_WorldTransformParams.w, which you can get from the Vertex Tangent Sign Node.

    If you need to use the pure W value, we can add the option to the Vertex Tangent node to expose this value as a toggle-able node parameter, just let us know!


    Hello, do you mean an actual texture, or is it something you've generated within the shader? Can you provide an example?

    The 'Normal Create' shader function generates a normal map from a greyscale image, as long as you sample that texture through a Texture Object.

    Alternatively, if you're using a non-texture type, you could attempt to generate a normal map on the shader, although it would be a fairly expensive operation because it would require generating each vector component separately in order to calculate the approximate slope.


    Hey, thank you for reporting this, we're going to investigate it and will get back to you as soon as we have any developments!


    Thank you for sharing your progress, keep up the good work!


    Hello, although its possible to do it, we're not entirely sure if it would perform better or worse, since in terms of generated volumes of data it ends up being similar. In the Texture you can also choose not to use mips, and they won't be generated.

    You'd also still have to get the UVs, and determinate an index to know where to get the required data from the arrays, so it might not be worth the effort.


    Hello, and thank you for your interest, we really appreciate it!

    ASE supports 2D Sprites, Particles, UI and Image Effects through our Shader Templates, and even though we provide Default Templates for your convenience, you may build your own from scratch and to suit any specific needs or workflows!

    For specific examples, be sure to check out Sons of the Void as they make extensive use of our editor for all types of effects. Some ASE powered games actually combine 3D and 2D assets, Party Hard 2 and The Last Night being the best references.

    Please let us know if you have any further questions, thanks!


    Hello! We'd recommend looking into Alan Zucconi's tutorials ( starting with the Gentle Introduction to Shaders ) and his much praised Shaders and Effects Cookbook. We also provide a Beginner Series set of videos that will help you get up to speed in the core concepts!

    As you become more comfortable with shader development, you can always learn how to interpret shader code by opening ASE shaders in a text editor and comparing the code to the node setup and shader parameters set in the canvas.

    Please let us know if this helps and if you have any further questions, thanks!


    Unfortunately, I'm not entirely sure on what to suggest as I do not have much experience with that type of shaders.

    Perhaps it would be best to examine similar shaders made with ASE.
     
    B4ttleCat likes this.
  46. Simunek

    Simunek

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    Jul 15, 2016
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    Hi!

    I have purchased you shader graph on satuday and I must say that your asset truly makes Unity best engine on the market! :);)

    But I must say that all of your assets are 50% off after just ~24h... :(:confused: So... I am buing all of them I think :D:rolleyes: Do you think that I could get small discout? :(:rolleyes::)
     
  47. KRGraphics

    KRGraphics

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    Is there a way to take the parameters from the Diffusion Profile and put it into the SSS shader?
     
  48. rekka3000

    rekka3000

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    Feb 9, 2014
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    Hi guys,

    Been a while since my last post. I'm currently trying to make a very simple shader I think, but the stuff I have read makes me unsure about what to do.

    I am trying to replicate the Unity Standard Shader down to the exact look and exact same properties, but instead of the ambient occlusion being set to use UV Set 1, I want to set it to a different UV Set. I've set up a standard surface shader in Amplify and plugged in the same textures used in the standard shader and the look is different. Mostly affected by metallic / smoothness and maybe normals.

    A bit of research tells me that the Unity Standard Shader does something to the maps it receives and that's why it won't produce the same look, and a lot of posts on here and on the Amplify community forum suggest looking at the code but I'm too much of a coding novice to be able to look at it and know if I'm looking at the correct thing, especially as the code seems to be spread over several different files.

    It would be really awesome if somebody could point me towards the correct node structure for the default unity shader, either the makers or somebody in the community. Looking online, people seem to be pretty adverse to helping with the unity standard shader. Is it hard?
     
  49. Amplify_Borba

    Amplify_Borba

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    Jul 24, 2017
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    Hey there, thank you for your support and kind words!

    Unfortunately there's no way we could issue any further discounts as everything is handled on Unity's side.


    We're calling Unity's native functions for calculating the SSS, and for that we use the Diffusion Profile ID, meaning that we're not directly handling the internal data of the Diffusion Profile, however, all that data is accessible, so we'll just need to know which specific parameters you would like to access in order to further assist you.


    Hey there, it's definitely not an easy task, especially without being able to interpret shader code, as Unity's Standard Shaders have several intricacies to them. Unfortunately, this is outside of the scope of ASE since we're bound to Unity's internal structure with our Standard Surface Shader, and our Standard Surface Light node, available in the Custom Lighting Light Model, so you'd have to create a custom shader specifically to try and mimic Unity's Standard shader.
     
  50. rekka3000

    rekka3000

    Joined:
    Feb 9, 2014
    Posts:
    46

    Hey there,

    Actually, while I'm sure there are intricacies, I've managed to work out the problem I had. I think it was caused by the default value of an empty texture node I had attached to the normal slot.

    Hopefully, these questions are simpler:

    1. Can anybody tell me how to create the smaller texture swatches? I'd like to have it so that when you click the material you get small texture slots like on the standard shader. See the included image

    2. How can I have a colour node appear next to the texture slot under the material/shader viewing properties? See the included image

    3. Additionally, how do you add separator text to the shader? Such as the "Secondary Maps" text in the included image.

    4. I've used the detail albedo node already included and it works perfectly. Any idea what I need to do to do similar for the detail normal?

    5. Maybe a harder question but can I confirm whether the unity default shader does its height map trickery by adjusting UV values and doesn't mess with tesselation? If so I think I found a way to do it. If it's tesselation that's also simple.

    Capture.PNG