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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. KRGraphics

    KRGraphics

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    upload_2019-4-2_18-25-58.png

    upload_2019-4-2_18-26-56.png

    So I tried to get the dithered hair like @HitsuSan and unfortunately, my hair shader pinks out... and this is in the HDRP..

    I also get an error in the graph when I try to use the noise pattern in the shader...

    upload_2019-4-2_18-32-59.png
     
    Last edited: Apr 2, 2019
  2. Amplify_Borba

    Amplify_Borba

    Joined:
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    Hey there, the error you've shared is due to the Dither node with its Pattern parameter set to Noise Texture not receiving the correct data that it expects, it requires a Texture Object connected to its Pattern input port.
     
  3. OP3NGL

    OP3NGL

    Joined:
    Dec 10, 2013
    Posts:
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    Hi @Amplify_Borba
    i have a problem for my transparency issue.
    The editor & Build mode gave me like an opacity mask
    Game view just looks soo weird
    However when i click play into play mode, this was what i need.

    2nd image is the shader
    HELP...
    problem1.png
     

    Attached Files:

  4. Amplify_Borba

    Amplify_Borba

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    Hello! I would first try to tweak the Blend Mode settings in the shader and add a Saturate node right before the Opacity port, so that the value range stays between the expected 0 to 1 range.

    If the above doesn't help, please share a simple sample project with the issue present to support@amplify.pt for us to be able to debug the issue using the exact same data as you.
     
  5. Amplify_Borba

    Amplify_Borba

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    I would first try to tweak the Blend Mode settings in the output node parameters, and add a Saturate node right before the Opacity port, so that the value range stays between the expected 0 to 1 range.

    If the above doesn't help, please share a simple sample project with the issue present to support@amplify.pt for us to be able to debug the issue using the exact same data as you.
     
  6. KRGraphics

    KRGraphics

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    Ooooooh... let me fix it now
     
  7. NakoRinn

    NakoRinn

    Joined:
    Jul 17, 2018
    Posts:
    9
    Hello , I need help with my shader.
    I connect this nodes to albedo input for depth checking.
    upload_2019-4-3_16-46-29.png
    And its work fine , terrain contact areas are visible as black.
    upload_2019-4-3_16-48-49.png
    But after adding the vertex displacement for waves simulation , I got async with current vertex position and depth value.
    Depth calculated from flat plane based on default vertex positions.
    You can check it on this gif :
    https://gph.is/g/ZxVbe6E

    At final I need check depth based on current vertex offset position , for correctly foam displaying.
    Are its possible with amplify ?
    Using the "Lightweight PBR" shader type
     

    Attached Files:

  8. KRGraphics

    KRGraphics

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    upload_2019-4-3_10-14-55.png

    Here is my hair with dithering applied... looks kinda weird up close but I love how realistic and natural the hair feels... I will have to have to do a new texture for the scalp to hide some issues I am running into...

    upload_2019-4-3_10-31-23.png

    Here is the final result with my hair... with TAA on... I will have to tweak the hair settings to avoid the jittered looks
     
    Last edited: Apr 3, 2019
    HitsuSan likes this.
  9. HitsuSan

    HitsuSan

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    It's probably too strong, tweak it a little bit! Also different noise resolution will get you different results (on the lower side)
     
  10. KRGraphics

    KRGraphics

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    I just created a 256 noise map just to see how it looks... and it looks LOVELY. I also changed some parameters to make the hair feel more natural to my eyes. The final step is shadows, which DON'T cast :'(

    upload_2019-4-3_11-6-59.png
     
    HitsuSan likes this.
  11. HitsuSan

    HitsuSan

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    Looks pretty awesome and i know it looks even better in movement so i can imagine. Can't wait to see how it looks once shadows are in now ;)
     
  12. KRGraphics

    KRGraphics

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    WOW!!! I didn't even have shadows enabled on my lights... in HDRP, you have to turn them on since they aren't on by default... would be nice to get the characters to self shadow :)

    upload_2019-4-3_11-50-8.png
     

    Attached Files:

    Amplify_Borba and HitsuSan like this.
  13. SF_futurlab

    SF_futurlab

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    Hi, I'm trying to figure out how to get Projectors to respect Cutout shaders.

    In the image I've made a cloud shadow projection shader which looks decent over all opaque geometry, however when it meets a cutout shader, it projects onto the geometry (billboard/quad) without taking the alpha cutout into account. I haven't been able to find a blend mode which works for this.

    Any help would be much appreciated!
     

    Attached Files:

  14. KRGraphics

    KRGraphics

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    I think I have found a cleaner way to create shaders using Local Vars... I might go back and tweak my SSS shader for better control. Would it be possible to create a shader that supports animated wrinkles? I might run into an interpolation issue however.
     
  15. HitsuSan

    HitsuSan

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    Possible ofc, all you need is a wrinkle map and sliders. The challenge is to make it work with just one additional mask map :p Have fun!
     
    KRGraphics likes this.
  16. KRGraphics

    KRGraphics

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    I was afraid of that... and I would have to break it up into different zones of the face...
     
    HitsuSan likes this.
  17. Maverick

    Maverick

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    Dec 18, 2009
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    Hello.

    Is there a way to make a part of shader grath a method, similar to custom expression? Currently, even with register local variable or function, entire graph code is generated in 1 block.

    Sometimes, separate parts of a shader should be execute only in certain cases, using compare node is doing the job. But, the problem is that the calculations are done for both cases.

    If there is no such node, how would you do following:
    Suppose we have 16 samplers, and you need to sample in some conditions case first 8 textures and in other condition other 8 textures. Currently resulting shader will sample all 16 before doing conditional node.

    Hope it's clear enough :)
    Thanks.
     
  18. GroZZleR

    GroZZleR

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    I'm re-tooling our picture widget UI shader and one of the changes the artist wants is to add a slight vignette to the graphics. The problem is the pictures are masked and I'm not really sure if it's even possible to map the vignette to the actual displayed quad instead of the the "real" one.

    Here's what I mean (mask disabled on the bottom one):
    masks.png

    and the vignette section for good measure (pretty straight forward):
    shader.png

    Ideas? Is it even possible?

    Thanks.
     
  19. Amplify_Borba

    Amplify_Borba

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    Hello, there are several ways to achieve a foam effect through ASE, so it will ultimately depend on how you want to implement the effect. We have a few samples that make use of the depth buffer, such as the ones you can find in the LowPolyWater, SimpleTerrain ( SimpleTerrainWater ) and Water folders that you can check out.

    In regards to your shader, I would have to examine the full shader or a sample in order to provide further insight in regards to it. I can confirm that it's expected for the values to be incorrect if you perform a vertex offset operation in your shader, but in that case you might be able to inject the final position of the vertices in either the depth fade or the surface depth so that the final value is correct.


    Hi, we suspect that this issue might be related to the one described in this post, in any case, can you please share a sample through support@amplify.pt, so that we can look into it?


    Hello, I apologize but I'm not quite understanding what you're trying to achieve, could you please elaborate further?
     
  20. GroZZleR

    GroZZleR

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    Sorry about that.

    I have a UI shader for an image, that's inside a RectMask2D. I'm trying to apply a vignette to the image, but to the actual masked part of the image, not the entire image as a whole.

    If I use an vignette mask like this (for example):
    vignette.png

    The result is this (left: mask on, right: mask off)
    masks2.png

    You can see the vignette effect is applied globally to the image, not mapped to the actual result after the mask is applied.

    Ideally the result would look something like this :
    result.png

    My gut is telling me there's no way to apply the vignette to the result after masking but perhaps I'm missing something.

    Thanks.
     
  21. HitsuSan

    HitsuSan

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    upload_2019-4-8_17-28-10.png

    Here's a textureless oval vignette, obviously though you have to adjust it yourself because the shader can't automatically read the masking you're doing at the final image :)
     
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  22. DMeville

    DMeville

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    May 5, 2013
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    389
    Hey!

    Is there something like a "Note" node? Similar to the comment node, but will accept (wrapped) blocks of text? I like to leave little notes around my shaders and have been using comment notes...but it's always as one long line of text because of how the comment node formats the comment. I think it would be handy. Even if it was exactly like the comment node, but instead of the area where you place other nodes, it worked as a big large text box.

    Think this could be something you could add in a future update? Doesn't seem too complex so I might poke around and see if I can make a custom node myself, but I would love you guys (even more) if you added something like this :)
     
  23. GroZZleR

    GroZZleR

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    I guess I was right about not being able to calculate only the masked portion in the shader itself. I'll have to do it externally and feed in some values. Thanks for the help mate.
     
    HitsuSan likes this.
  24. Amplify_Ricardo

    Amplify_Ricardo

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    Jul 19, 2013
    Posts:
    1,182


    Greetings,

    We've decided to focus our resources exclusively on the official Unity forum! We're disabling our own hosted forums but the old posts will remain available for future reference.

    Due to popular demand, we’ve also created an official Discord Channel. Here you’ll be able to interact with other Amplify Users, discuss our products, share feedback and your work. This is a new experience for us so we ask that you be patient and provide feedback on what you think we could improve.

    Official Discord channel - Join us today!
     
  25. DanielThomas

    DanielThomas

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    Mar 30, 2013
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    60
    Hi,
    I'm trying to create a shader, but I have no clue where to start.
    Would it be possible to create something similar to this:

    (source with shader: https://mispy.me/unity-alpha-blending-overlap/)

    A shader that doesn't blend with other transparent particles with the same material.
     
  26. atmuc

    atmuc

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    1,035
    I have a black texture. There is a white rectangle in this texture. I can generate 5x5 rectangles using Tiling parameter. I can move these rectangles using Offset parameter. I want to rotate those rectangles using their centers. How can I do that?
     
  27. PxoGeorgSochurek

    PxoGeorgSochurek

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    Hello, yesterday I asked a question regarding Using Shadowmap pass + Lightmap Intensity in a Shader? and got an answer from Amplify_Borba. Here's a copy of the original thread for everyone who's interested, I'll continue my questions below.
    _______________________________
    Using Shadowmap pass + Lightmap Intensity in a Shader?
    by PxoGeorgSochurek » Wed Apr 10, 2019 9:38 am

    Hello there,
    In Unity I'm trying to create a underwater Caustics shader to use in a Projector (or should I rather do this in a Post Process Mat? Will this be problematic with other Post effects like Depth of File?), that's additive on top of all the existing materials in the scene.

    Because a projector can't cast shadows, I would have to manually multiply my Caustics textures by the realtime shadowmap pass and the pre-baked Lightmaps pass, to darken the texture where shadows are supposed to be.
    How can I grab those two passes (of course it's also okay if they are already combined!) and use them in my shader?

    Thanks a lot in advance!
    _______________________________
    Top
    Re: Using Shadowmap pass + Lightmap Intensity in a Shader?[/paste:font]
    by Amplify_Borba » Wed Apr 10, 2019 1:12 pm

    Hello, thank you for getting in touch and for your support!

    There are several ways to create caustics effects, we would need more context to know which would be the most viable to you.

    Regarding what you've stated, you are correct, projectors are not lights so they won't "cast shadows" onto surfaces.
    We do, however, have a Light Attentuation node that does provide shadow information for that object but that only works properly for opaque objects that write to depth.

    That node uses a built-in function that samples the shadowmap, but I'm not sure if that node will solve your problems, if the object does not write to depth you should be able to pick the shadow information of what's behind it. If that works you could try to use it as your shadowmap to mask out the caustics but, since projectors have their own requirements, I'm not entirely sure if will break it.

    You should be careful when considering the use of projectors though, they create too many draw calls because they are called at least once for every object their frustum touches.

    ______________________________________________

    Thanks for the fast reply, and thanks for the warning regarding the use of Projectors!

    I guess it would be best to use a Postprocess Material instead?

    I tried the Light Attenuation node like suggested, but it didn't seem to contain any black and white data where Shadowmaps or their absence are (which I would have expected from it's description). I'm currently on 2018.3 using HDRP, could HDRP be the problem?
    I don't have much technical knowledge of shaders, so sorry if I misunderstood something.

    What I'm trying to do is grab shadowmap information in Screenspace (from the GBuffer?) and from other sources (Realtime AO, Prebaked Lightmap Intensity or Shadowmask), composite those dark parts, and multiply that with a pass that contains only my Caustics texture projected (Triplanar projection style). This result would then be added on top of all the existing Shading in the scene. Is this possible?

    See attached image for clarification.
    Thanks a lot!
     

    Attached Files:

  28. underkitten

    underkitten

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    Nov 1, 2018
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    Hi, I am trying to create a water sphere which would respond to a click (during the click it would make ripples or shake faster or whatever). right now the whole sphere moves and somewhat interactive (when I click on it it just shakes more and toward the Z coordinate for 1 couple of seconds). I guess the "water texture" would work just fine because the background will be black. The question would be about mesh deformation. How one would be able to do it? The project is in LWRP but will convert it to HDRP. Thanks!
    upload_2019-4-11_15-57-35.png
     

    Attached Files:

  29. zhuchun

    zhuchun

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    Aug 11, 2012
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    Hi, can we use Tesselation in HDRP Lit template? Can't find such an option/node while it's available in PBR.
     
  30. LukePeek

    LukePeek

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    Nov 29, 2013
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    Hey! I have an issue while creating a simple post processing stack shader. It seems to be when any node is connected that uses time parameters I get the error:
    Attempting to write data into inexistant tag /*ase_pragma*/. Please review the template Hidden/Templates/PostProcessStack body and consider adding the missing tag.

    HazePPS.jpg

    If I remove the connection to the panner, it compiles without the error. (it doesn't behave how I expect it to, but thats another issue, probably me not understanding how post processing shaders work)
     
  31. Barabicus

    Barabicus

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    Jun 5, 2013
    Posts:
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    Hey I'm getting very different results viewing a material through scene view, game view and on a mobile device. I've tried playing around with a few things but I'm pretty new to this so I'm not sure what could be causing this inconsistency.

    This is what it looks like in scene view. Which is what I want it to look like.
    1.png


    This is what it looks like in the game view, still using my pc. As you can see the quad is visible even if I set the tint color's alpha to 0 in the inspector and just looks off compared to the first image.
    2.png

    And this is what happens on my mobile device (iphone 6) which I really don't understand
    EDIT: I just updated to the latest version of amplify shader that I just seen was released and it fixed the "black out" issue. Now it looks like the previous image of the game view. Which is still better but not what I expect it to be.
    https://drive.google.com/open?id=1-WoTQhApcB0Lt4b-clPIt6S8_34-Q5P6

    Finally this is the graph I'm using to create this effect. Any help would be really appreciated I'm lost trying to figure this out.
    3.png
     

    Attached Files:

    • 1.png
      1.png
      File size:
      74.7 KB
      Views:
      10
    Last edited: Apr 12, 2019
  32. Amplify_Borba

    Amplify_Borba

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    Hey, thanks for the suggestion, I'll be sure to register it for the developer to consider!


    Hello, you'll have to enable and tweak the Stencil settings on your shader, and its also great for the learning process to open the shader in your text editor of choice to see how each setting changes the code:





    The author also suggests the discarding any pixels with 0 alpha, this is achievable through our If node.


    Hello, our Rotate About Axis and Rotator nodes should help you achieving that.


    Hey there, I'll let the developer get back to you on this one as he might be able to provide you with a more in-depth answer.


    Hello, you could deform the mesh through vertex manipulation, we have a few examples that might be helpful to examine, such as the Extrusion, ReflectRefractSoapBubble and Smear.


    Hi, at this time the Tessellation that ASE offers is only for the Standard Surface shaders, we have no ETA regarding adding tessellation nodes / parameters to the SRP templates, but it's definitely in our plans!

    For now, you'll have to set it up manually, at least until we are able to tackle it.


    Hey! This should be corrected in the latest build that was uploaded today to our website, please let us know if you come across any further ones, thanks!


    Hello, could you share a simple sample project with the issue present through support@amplify.pt, so that we can run some tests using the exact same data as you? Thank you!
     
    zhuchun and DMeville like this.
  33. sacb0y

    sacb0y

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    May 9, 2016
    Posts:
    74
    So the left is how it should look and the right is what i get, what am i getting wrong here XD

    upload_2019-4-12_17-44-42.png
    upload_2019-4-12_17-44-56.png

    Also is it possible for the texture node to receive unity's reflection probe blending like the indirect specular light node?
     
    Last edited: Apr 12, 2019
  34. DMeville

    DMeville

    Joined:
    May 5, 2013
    Posts:
    389
    I hacked together this. It has alignment issues but it's something.

    EDIT: Better alignment. Updated the code.
    2019-04-12_16-11-09.gif
     

    Attached Files:

    Last edited: Apr 12, 2019
    Amplify_Borba and BOXOPHOBIC like this.
  35. sacb0y

    sacb0y

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    May 9, 2016
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    74
    Oh that would be very useful for tutorials
     
  36. recon0303

    recon0303

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    Apr 20, 2014
    Posts:
    1,592
    Hi has something changed, I upgraded to 2018.3.. and updated Amplify Shader.. I don't see any editor under the window tab. I cant see to find it. I checked your docs.. it says it should be there as it was before..unless it was not updated...

    So any idea? Thanks
     
  37. Loths

    Loths

    Joined:
    Aug 18, 2017
    Posts:
    1
    Hey, I'm having some trouble with getting tessellation and custom lighting to mix nicely. The issue is this: upload_2019-4-13_14-1-47.png

    I'm getting strange gaps in the mesh when I enable tesselation. These don't line up with any polygons and flicker all over the place when I move the camera. Within the shader itself, it seems like having any of the Indirect Diffuse Light, World Space Light Direction, View Direction and World Normal nodes connected causes this glitching. There's no transparency in these gaps, it just renders the skybox on top.

    Also, if I turn off postprocessing and scene lighting in the scene view, the issue disappears there. If I try the same in the game view and remove my postprocessing object and all directional lights however the issue persists.

    Pretty mystified by this, anyone got any ideas? There's 2 directional lights in the scene that I thought might be causing this, but even removing one doesn't change anything. The shader is a bit too big for screenshots but I can email it through to someone

    EDIT: Switching to forward rendering fixes things. Is tessellation supported on deferred rendering?
     
  38. sacb0y

    sacb0y

    Joined:
    May 9, 2016
    Posts:
    74
    upload_2019-4-13_15-26-13.png

    So i got anisotrophic cueb map reflections working thanks to the "Custom Expression" node which let me grab unity's cube map much like the "Indirect Specular Node" allows. But now i can handle the reflection the way i want to.

    Thanks to @BOXOPHOBIC for this post back in 2017 which gave me the idea, my use is much different and smaller though. I checked some tutorials on how to pull the cube map and merely copied the code (I could maybe change this a bit but i'm in a rush XD)

    I turned it into a function attached below...
    upload_2019-4-13_15-31-19.png

    upload_2019-4-13_15-32-44.png

    This is how the normal reflection is set up to get the stretched reflection.

    upload_2019-4-13_15-40-40.png

    And the result...


    On top of this i needed to reseolve the reflection fresnel for backfacing faces which looked like this normally.


    I noticed this was not a problem with the standard shader node, so i knew there had to be a solution. This was a pretty nasty problem but eventually i worked out the solution is to invert the power of the fresnel for the back faces.

    also turned this into a function since i use fresnel a lot. Download is below...

    upload_2019-4-13_16-19-20.png

    Fresnel only Result


    This is a much better solutiion than masking the back face and looks a lot bettter. Personally it would be cool if this was added to the fresnel node.

    I couldn't attach these cause of the images so here's a dropbox link.

    Double sided Fresnel Node

    Unity Reflection Probe Node
     
    DMeville likes this.
  39. Exbleative

    Exbleative

    Joined:
    Jan 26, 2014
    Posts:
    190
    Is there something wrong with the Triplanar Sampler? Using 2018.3.7f1

    upload_2019-4-15_18-7-44.png

    Created the first triplanar node, which seems to only show Top Index input.
    Duplicated it for the Normal map, now somehow this node shows Top, Middle, Bottom index inputs.

    Also think your documentation on this node might be out of date as it didn't match mine.
     
  40. Amplify_Borba

    Amplify_Borba

    Joined:
    Jul 24, 2017
    Posts:
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    Thank you for sharing!


    Hi, did you have any errors present in your project?

    I would suggest that you first delete the ASE folder and reopen Unity, then check if there are any errors present in the project, as these might interfere with the package importer.
    Then, after resolving any errors present, download the latest ASE version from our website and extract it into your project.


    Hey, the issue here is that Custom Lighting is Forward only, so we don't recommend using it for Deferred shading.
    If you're comfortable with shader programming, I recommend looking into implementing your own Deferred Custom Lighting type using our flexible Template System.

    Also, the tessellation technique used in ASE is the same as Unity's and it works in both forward and deferred.


    Nice one, thank you for letting us know you managed to figure this one out, I'll register your feedback for the developer to consider regarding the Fresnel node!


    Hello, the node has been updated ever since its wiki page was written so it's a bit out of date, apologies for that and thank you for the heads up.

    Regarding the behavior you've reported, I was able to replicate it on my end and have confirmed with the developer that it's an issue, we'll be sure to tackle it as soon as possible!
     
    Exbleative likes this.
  41. Suzuka91

    Suzuka91

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    May 7, 2014
    Posts:
    37
    I'm making a Post Processing FX that uses Screen Depth. Since all my objects in my scene are Unlit, I found that I need to use a fallback in order to be able to use the Depth Buffer (I'm using a Diffuse shader as a fallback).

    The problem is I'm changing the vertex offset in all my shaders, but that displacement is not affecting the depth buffer, so my Post Processing FX is wrong:
    Screenshot - 16_04_2019 , 4_08_21.png

    Any sugestion? I'm a bit lost
     
  42. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,347
    you also need to apply the vertex displacement to your fallback shader
     
    Suzuka91 likes this.
  43. marcrem

    marcrem

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    Oct 13, 2016
    Posts:
    105
    Hi

    Could one possibly replicate that using this asset?



    Thanks!
     
  44. Loards

    Loards

    Joined:
    May 2, 2013
    Posts:
    50
    Hi Guys!

    Just updated to unity 2019.1 and got this problem, in all my shaders using LWRP just FYI
    upload_2019-4-16_11-41-15.png

    And everything looks like this:
    upload_2019-4-16_11-41-50.png

    Also, a couple of month ago i reported that shader made in amplify are bot being displayed in the Scene window in the option of "Baked Lightmap", is there a fix for that?

    Thanks and best!!
     
    kaladrius-trip and Warrior1424 like this.
  45. Suzuka91

    Suzuka91

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    May 7, 2014
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    Thanks a lot for the help, @Reanimate_L :)
    I did, but I have a problem; I made some vertex displacements with a texture (that ugly green terrain), and althought I copied all the vertex code related to the fallback shader, I don't know how to copy the texture I'm using on my original shader to the fallback.
    Others variables (floats) from the material seems to affect the fallback correctly, but not the image.
     
  46. recon0303

    recon0303

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    Apr 20, 2014
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    1,592
    ya I did this like 4 -5 times, nothing. so I had to make a new project and move our game over, happens once in awhile as the file gets bigger, pretty annoying Unity issues happen... but with a new project it works. as expected.( not your guys fault) i just wanted to be sure. nothing was new, but after I made a new project I see it worked as it did before.
     
  47. Amplify_Borba

    Amplify_Borba

    Joined:
    Jul 24, 2017
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    Hello, you should be able to achieve a similar effect using mesh deformation on ASE through vertex manipulation and noise maps, with additional variation based on the object's world position, although it would likely be best to use a geometry shader for this sort of effect, which is not currently supported.

    Additionally, this video shows you one way to create a volumetric cloud shader and, although it's a different effect and technique, it can give you a good example of the workflow of our tool.


    Hey there, we're still working on supporting 2019 and the updated LW and HD SRP, no ETA as of yet but it's currently being prioritized.

    Regarding the baked lightmap issue, it was registered back in March and I've just confirmed that it's still in our support queue, we'll do our best to tackle it as soon as possible!


    Hello, could you share a sample privately through support@amplify.pt, so that we can look into it and make sure you didn't come across any sort of issue?


    Unfortunately, it does seem to be an Unity related issue as the behavior can't be replicated in a new project, in any case thank you for reporting back to us!
     
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  48. francois85

    francois85

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  49. Suzuka91

    Suzuka91

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    May 7, 2014
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    Hi guys, I was preparing a sample for you when I found the error (it was something related with my project), so now works perfect (as expected, is not an ASE bug).

    As far as I know, it returns the 4th component of the vector in homogeneous space, wich is used to be 1 when it represents a point in space.
    Is basically used for matrix transforms and perspective things, and if I'm not wrong, w in the screen position node will always return 1.
     
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  50. francois85

    francois85

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    Got it , thanks for the reply Suzuka91
     
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