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► Curved World 2 ◄

Discussion in 'Assets and Asset Store' started by Arkhivrag, Jul 28, 2015.

  1. Arkhivrag

    Arkhivrag

    Joined:
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    Posts:
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    Have you ever dreamed about creating games like Subway Surfers, Minion Rush, Animal Crossing etc?

    Curved World is full shader solution for creating various mesh bend effects:
    • Classic Runner


    • Little Planet


    • Cylindrical roll-off



    • Cylindrical Tower



    Working on 2D sprite games? No problem. Special bend type for sprite games Perspective2D.



    Curved World comes with huge amount of shaders (with about 500000 (half of million) variations) for all type of devices - from ancient mobiles to high-end PC and consoles. Here they are:
    Unlit, One Directional Light, Matcap, Standard, Legacy, Terrain (Unity and Mobile), Unity Foliage, SpeedTree, Water, DX11 tessellation, Sprite, Projector, 2D Skybox, Flare, Glass (Dynamic refraction).

    Your great game needs more shaders? No problem, Curved World has the easiest custom shader integration system.
    Just 2 lines of code and

    Almost any asset from the Asset Store can be made Curved World 'friendly'.


    And not only from Asset Store!


    Want try it in action?
    PC build (Unity 5)

    Here is ReadMe file for better understanding what is Curved World and how it works.


    Note:
    Bend effects are based on parabola equitation and each one is supposed to be observed from specific points.
    Here are several examples how various bend effects look from side (wrong) and correct view positions:

    Classic Runner


    Little Planet


    Cylindrical Tower


    Note:
    Again, shader does not modify mesh vertex positions, they appear being bent only inside camera during rendering.

    v2019.4
    • Added GPU Instancing support to the LWRP shaders

    v2019.3
    • Updated for Unity 2019.1
    • Added support for Lightweight Render Pipeline
    • Added experimental tool for integrate Curved World into shaders created by Shader Graph (check CustomShaders.pdf file)
    • Added TextMesh Pro shaders


    v2019.2
    • Updated for Unity 2018.3
    • Added 6 Spiral shader bending effects with 16 variations.
    • Added Cylindrical Rolloff bending effect with 2 variations.
    • Classic Runner replaced with new 4 variation system and makes possible to create curvature in any horizontal direction.
    • Little Planet and Cylindrical Tower curvatures are controller by just one variable.
    • v2019.2 in total offers 12 shader bending effects with 26 variations.
    • Improved CurvedWorld_Controller script. Now its variables are unique for each bend type.
    • EagleEye script replaced with CurvedWorld_Camera script.
    • MeshBoundsCorrector script replaced with CurvedWorld_BoundingBox script.


    v2019.1
    • Package has no more restriction on installation location and can be placed anywhere inside project.
    • Updated Standard, One Directional Light and Unlit shaders.
    • Fixed material editor not always displaying shader parameters on shader change.
    • CurvedWorld_Controller script can be easily found by keyboard shortcut.


    v2018.2
    • Updated for Unity 2018.1

    v2018.1
    • Updated for Unity 2017.3 and 2017.4
    • Effect can be disabled inside editor (option inside CurvedWorld_Controller script).
    • Singleton 'get' returns reference to the scene's active CurvedWorld_Controller script.

    v2017.3
    • Add GPU instating
    • Add Single Pass Stereo Rendering

    v2017.1 & 2017.2
    • Unity 2017.1 compatible

    v2.4
    • Unity 5.5 compatible
    • Fixed Unity crash if using Standard shaders.

    v2.31
    • Retina display support.

    v2.3
    • Unity 5.4 compatible

    v2.2
    --------------------------------------------------------------------------------------------
    • Added new bend type - Cylindrical Tower. Effect is similar to Perspective2D but for 3D rendering.
    • New reworked example scenes, including Unity Survival Shooter with Little Planet bend type. (Remove example scene folder from project before updating).
    • New Unity 5.3 Standard(GGX) shaders.
    • Standard shaders vertex color feature removed.
    • Deprecated Terrain 4 Mobile shaders removed.
    • Particle shaders do not need camera projection matrix updating from script. Unity 5.3 fixed it. Removed "Use With Particle System" check box from particle shaders material editor.

    v2.12
    ---------------------------------------------------------------------------------------------
    • VacuumShaders assets synchronization. Required update for all VacuumShaders assets.
    • Improved CustumShaders.pdf doc file.
    • T4M asset is deprecated by Unity. Same is T4M shaders included in Curved World. They will be removed in the next update.

    v2.11
    ---------------------------------------------------------------------------------------------
    • Added KvantLattice and KvantTunnel shaders (import Bonus package).
    • Added custom shader examples (Shaders/Examples).


    v2.1
    ----------------------------------------------------------------------------------------------
    (Delete previous version before updating!)

    New:
    • Added Outline shaders.
    • Outline width can be fixed size. Feature is optional and can be turned on/off from Curved World Settings window.
    • One Directional Light shaders support Ramp Lookup texture for achieving cartoon effect.
    • One Directional Light shaders support Unity Skybox Ambient and Spherical Harmonics. Feature is optional and can be turned on/off from Curved World Settings window.
    • Added new rendering type: Additive and Additive (2 Pass). For Unlit, One Directional and Legacy shaders.
    • Material editor checks textures wrap mode for parameters required 'Clamp' wrap mode and outputs help box for fixing it.
    • Scene Shaders Overview (previously Scene Materials Manager - Menu/Window/VacuumShaders), has improved GUI and added shader search/filter option.

    Fixed:
    • Emission color had no effect without texture.
    • Standard shaders Cutout and Fade rendering types shadows was not effected by texture scrolling.
    • DX11 Tessellation shaders bump map fixed.
    • Glass shaders texture had no scroll parameter.
    • Mesh Bounds Corrector script can be assigned to selected objects from material editor (Gear menu).
    • API function TransformPoint now will not have effect if CurvedWorld_Controller script is disabled.
    • Material editor's popup info box about not using Bump map will not bother any more.

    Changes:
    • Curved World Settings window path changed: Menu/Window/Vacuumshaders/Curved World Settings
    • Mobile (One Directional Light) shader renamed to One Directional Light.
    • Mobile (Unlit) shaders renamed to Unlit.
    • Terrain (Mobile) shader renamed to T4M.
    • Matcap shaders removed. Matcap now is another type of Image Based Lighting for Unlit shaders, changeable from material editor.
    • One Directional Lights IBL parameter is removed. Unity default Skybox Ambient can be used instead.

    Shader variables and definitions changed:
    • V_CW_BENDTYPE_LITTLEPLANET changed to V_CW_BENDTYPE_LITTLE_PLANET
    • V_CW_BENDTYPE_PERSPECTIVE2D changed to V_CW_BENDTYPE_PERSPECTIVE_2D
    • _Decal, _Detail, _VertexBlend texture parameters renamed changed to _V_CW_SecondaryTex
    • _BumpMap texture parameter renamed to _V_CW_NormalMap


    v2.02
    ----------------------------------------------------------------------------------------------
    • Shaders now are packed inside packages and can be imported or excluded from project at any time from Edit/Prefecrences/Curved World. Speeds up shader recompilation.
    • Legacy shaders (the heaviest shaders in recompilation) now are not included by default. They can be imported manually from Edit/Preferences/Curved World.
    • Glass, Water and Flare shaders removed from Shader/FX folder. Now all of them has its own separate folder and package.
    • SpeedTree shaders removed from Shader/Nature folder. Now it has its own folder and package.


    v2.01
    ----------------------------------------------------------------------------------------------
    • Particle material editor will display warning if active camera has no "Eagle Eye" script attached. "Eagle Eye" script is required for correct particle rendering.
    • Fixed "Check For Updates" reading DateTime incorrectly and outputting error in console window.



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    Last edited: Aug 8, 2019
  2. Arkhivrag

    Arkhivrag

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    Released!

    CurvedWorld_2_Poster_1.png

    If during importing asset Unity prints to console window:
    MaterialEditor: Could not create custom UI from the CustomEditor: '' of the shader. Does the class name include its namespace? And does the class either derive from ShaderGUI or MaterialEditor?
    Do not worry, just clear log window. It's Unity strange 'bug' and does not impact Curved World in any case.



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    Last edited: Aug 18, 2015
    99thmonkey likes this.
  3. moure

    moure

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    This looks amazing, always loved the little planet panoramic images :) Straight into my wishlist!
    Just a small question - in your little planet images i dont see an example with sky/clouds, is the sky also beeing curved or is that something beyond the plugins capabilities?
     
  4. Not_Sure

    Not_Sure

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    Huh, COOL!

    Would this work well with giving large terrain a curvature similar to the real world?

    Like, would this be precise enough to show a horizon drop off 6 miles away with a camera 6 feet off the ground. Just like it does in real life.

    One of my biggest hang ups with modern terrains is that the horizon always looks wrong and flat.
     
  5. Arkhivrag

    Arkhivrag

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    Idea of Curved World is never ending curved horizon, while with meshes and terrains it works - it is impossible to curve skybox, cause it has its bounds. But its easy to imitate skybox moving by adding particle or clouds, Curved World will handle them.


    Yes.



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  6. Edgaras-Randis

    Edgaras-Randis

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    Would it be possible for you to upload more web demos with little planets for us to check out?
    3. Little Planet - Deferred Rendering, Physics and NavMesh.unity
    4. Little Planet - Projector and LensFlare.unity
    5. Little Planet - Terrain, SpeedTree and Water.unity

    I still don't understand yet if it's possible to have fully spherical little planet.
     
    Last edited: Jul 28, 2015
  7. Arkhivrag

    Arkhivrag

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    Making example scenes as web demos is not planed. Because there are not optimized for that. Just demonstration of possibilities of Curved World with lots of dynamic rigid-bodies, point lights, navAgents. trees and so on.



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  8. Not_Sure

    Not_Sure

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    Sounds to me like this just became a "must have" for proper terrains.
     
  9. DenisLemos

    DenisLemos

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    Fantastic, it fits on a few projects of simple games I plan to develop in the future.
    Surely came into my Wishlist.

    A question about Little Planet:
    It creates a fully spherical planet ? can give a complete turn around the planet, or the movement is limited by the edges of the terrain mesh ? If this is possible it will be really amazing !
     
  10. Arkhivrag

    Arkhivrag

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    Curved World bend exists only inside camera during rendering. In real world (editor) everything is flat (except mounts on terrain and such things). Yes you are limited by bounds of your game world.
    But making full turn around may be done with some 'tricks', for example invisible portal.



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    Last edited: Jul 28, 2015
  11. JohnRossitter

    JohnRossitter

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    Congrats on the release, looking forward to running it on my current project. Downloading update now!
     
  12. JohnRossitter

    JohnRossitter

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    Where/How do I setup curved world to work with the Unity Standard Shader?
     
  13. duchesne-pro

    duchesne-pro

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    Hey, I bought this asset and I had a problem with my version of unity 3D (5.0.2f1). We have already started our project, is there a solution to fix the problem or we have to DL a new version of Unity ? thank you
     
  14. buttmatrix

    buttmatrix

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    Could you please consider including a portal script / prefab in the package? I'm sure many customers, including myself, would really appreciate that... Preferably if compatible with Unity Free, not using rendertotexture
     
    Last edited: Jul 28, 2015
  15. Arkhivrag

    Arkhivrag

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    shader_s.png

    version.png

    Portal was just an idea for game design.



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  16. JohnRossitter

    JohnRossitter

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    Thanks or the info.
    I'm using Unity 5.1.2, and had to update Curved world twice to get the current version (I had previous version)
     
  17. jpatinop80

    jpatinop80

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    Hi, I´m don´t know to much about shaders but if you could help me with something... on my game I have this lines to control the curve of the game, with other version of curve shader, I would like to know how could I get working with curve world shader,
    Shader.SetGlobalVector ("_Offset", curveOffsetValues);
    Shader.SetGlobalInt ("_Distance", Distance);

    many thanks
     
  18. buttmatrix

    buttmatrix

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    Right, although I'm not sure how else to create the 'Little Planet' effect in CV2 without portals. If it's something you have floating around, I'd be happy PM you or pay a little extra.
     
  19. schmosef

    schmosef

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    Congrats on completing this update.
     
  20. JohnRossitter

    JohnRossitter

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    This is what I'm getting
     

    Attached Files:

  21. Arkhivrag

    Arkhivrag

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    Thanks

    All curvature parameters are updated using CuredWorld_Controller script. Check example scenes.



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  22. JohnRossitter

    JohnRossitter

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    I don't know if the packages uploaded to the unity versions are messed up or what, but The package I get with version 1.1.2 looks nothing like what you have listed on the asset store.
     
  23. schmosef

    schmosef

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    Hey John, take a look at the attached screenshot of CW2 in the asset store (taken from inside the Unity Editor).

    The version number should be 2.0 and you need to be using Unity 5.1.1f1 or newer.

    CW2 Asset Store.png
     
  24. JohnRossitter

    JohnRossitter

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    Yeah, I have 5.1.2...
     
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  25. JohnRossitter

    JohnRossitter

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    As Such Screen Shot 2015-07-28 at 11.03.59 AM.png
     
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  26. jpatinop80

    jpatinop80

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    same for me!!!
     
  27. schmosef

    schmosef

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    Is the asset store not giving you the option to update? Are you sure that you are signed in?

    I ask because, every once in a whilte, I find that I need to re-sign into the asset store within the Editor.

    Edit: Here's a screenshot showing how to check if you are signed into the asset store:

    Unity Asset Store.png
     
    Last edited: Jul 28, 2015
  28. JohnRossitter

    JohnRossitter

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    Yup, Signed in, From Unity, I updated 3 times now...still getting the old package.
     
  29. JohnRossitter

    JohnRossitter

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    I know that (as an asset publisher) managing packages for Unity versions is a pain in the neck with the release of 5.x
    You have to maintain different versions for each build Unity makes, and thus have to keep a copy of each copy of Unity on your machine so you can submit with the corresponding version. I guessing perhaps the incorrect package got uploaded for 5.1.2
     
  30. schmosef

    schmosef

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    Hmm... Sounds like a Unity issue to me.

    Have you tried the web version of the asset store? You should be able to download it manually that way.

    Also, you might want to try clearing the folder from the asset store cache.

    If you are on Windows, the cache is here:

    C:\Users\[Your Profile Name]\AppData\Roaming\Unity\Asset Store-5.x\Davit Naskidashvili\Shaders
     
  31. jpatinop80

    jpatinop80

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    the menu it is different!!!
     

    Attached Files:

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  32. JohnRossitter

    JohnRossitter

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    Tried web download too, tried deleting that too(mac equivalent )
     
  33. schmosef

    schmosef

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    I see now.

    I have 5.1.2p2 installed. As you can see from my prior screenshots, the update is available for me within the Editor.
     
  34. JohnRossitter

    JohnRossitter

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    Can confirm that
    Screen Shot 2015-07-28 at 11.27.09 AM.png
     
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  35. JohnRossitter

    JohnRossitter

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    I noticed we are both Mac users...I wonder
     
  36. jpatinop80

    jpatinop80

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    yes I´m a mac user too.
     
  37. schmosef

    schmosef

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    I was just going to write that it might be a Mac issue, but it seems odd that the web version of the asset store is giving you the wrong version as well.

    I have an iMac at the office but I'm working from home today.

    If this issue isn't cleared up soon, I'll test this at my office.

    Is it possible that it's an asset store sync issue? Like maybe they have different servers for different regions and that the server you are connecting to isn't updated yet?
     
  38. Arkhivrag

    Arkhivrag

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    There are two packages of Curved World 2 on AS server one for Unity 4 (OLD) and for Unity 5 (NEW)
    Both are v2.0, but which one you download is defined by Unity editor version.
    Screenshot_1.png
    Try cleaning asset store cache:
    PC - C:\Users\[Your Profile Name]\AppData\Roaming\Unity\Asset Store
    MAC - "~/Library/Unity/Asset\ Store".
    I can't help more.



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  39. jpatinop80

    jpatinop80

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    this is what iI get with football sample scene
     

    Attached Files:

  40. Arkhivrag

    Arkhivrag

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    That's old version for Unity 4.
    Try cleaning Unity cache folder - "~/Library/Unity/Asset\ Store". and then re-download.



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  41. jpatinop80

    jpatinop80

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    I clean up only your folder, and on asset store on Unity shows Curve World, I downloaded and the same happens, but I´m going back to asset store and shows me Curve World 2 for update. is that normal?
     
  42. Arkhivrag

    Arkhivrag

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    I have removed Unity 4 version from AS server. Now you will be able to download Curved World 2 without problem.
    Curved World for Unity 4 (old version) is by request. If someone will ever need it, send invoice number to vacuumshaders@gmail.com



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  43. JohnRossitter

    JohnRossitter

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    I got it to finally install correctly, but I had to just open the .unitypackage from my cached assets, instead of importing from the asset store window in the editor. Strange
     
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  44. jpatinop80

    jpatinop80

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    ok I just have to delete cache folder Download version 1 and then update to version 2, but if version 1 was removed then just have to download and import normally version 2...it is working now...
     
  45. JohnRossitter

    JohnRossitter

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    W00H00!!!!
    Finally, after waiting for like forever to use this on a project, I got it working!
    I must say, it's everything I hoped it would be and more, the new version seems to be much easier to use and get running. I had a few issues getting all of my particle shaders to work out properly and with very large planes, but once I tweeked those out, it works like a champ.
     
  46. JohnRossitter

    JohnRossitter

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  47. lena3rika

    lena3rika

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    In the WIP thread you said:
    "Converting your custom shaders to Curved World 2 will be very easy - it's just 3 lines of code to add."

    What are these 3 lines of code?
     
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  48. Arkhivrag

    Arkhivrag

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    Now it's just 2 lines of code. Check Doc folder - CustomShaders.pdf



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  49. Atrixx

    Atrixx

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    Hey! Great asset so far, I love how easy in comparison to the original Curve World to create custom shaders!

    I've had a small issue though, the anti-shadow seems to be unaligned. http://s.odowd.co/QQm.png

    Code (CSharp):
    1. Pass
    2. {
    3. CGPROGRAM
    4. #include"UnityCG.cginc"
    5. //CurvedWorldshader API
    6. #include"../../VacuumShaders/CurvedWorld/Shaders/cginc/CurvedWorld_Base.cginc"
    7.  
    8. #pragmavertex vert
    9. #pragmafragment frag
    10.  
    11. //Userdefined variables
    12. uniformfixed4 _Color;
    13. uniformsampler2D _MainTex;
    14. uniformhalf4 _MainTex_ST;
    15. uniformfixed4 _RimColor; //Rim lighting
    16. uniformfixed _RimPower; //Rim lighting
    17.  
    18. //Baseinput structs
    19. struct vertexOutput
    20. {
    21.   fixed4color : COLOR; //vertex color
    22.   fixed4 pos : SV_POSITION;
    23.   fixed2 tex[2] : TEXCOORD0;
    24.   fixed4 posWorld : TEXCOORD2; //Rim lighting
    25.   fixed3 normalDir : TEXCOORD3; //Rim lighting
    26. };
    27.  
    28. //Vertexfunction
    29. vertexOutput vert(appdata_full v)
    30. {
    31. vertexOutput o;
    32. UNITY_INITIALIZE_OUTPUT(vertexOutput, o);
    33.  
    34. //CurvedWorldvertex transform
    35. V_CW_TransformPointAndNormal(v.vertex, v.normal, v.tangent);
    36.  
    37. o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    38. o.tex[0] = TRANSFORM_TEX(v.texcoord, _MainTex);
    39. o.color = v.color; //vertex color
    40.  
    41. //Rim lighting
    42. o.posWorld = mul(_Object2World, v.vertex);
    43. o.normalDir = normalize(mul(fixed4(v.normal, 0.0), _World2Object).xyz); //normalizesquishlargervaluerangeinto0-1
    44.  
    45. return o;
    46. }
    47.  
    48. //Fragment(pixel) function
    49. fixed4 frag(vertexOutput i) : COLOR
    50. {
    51. //VectorsforRim lighting
    52. float3 normalDirection = i.normalDir;
    53. float3 viewDirection = normalize( _WorldSpaceCameraPos.xyz - i.posWorld.xyz );
    54.  
    55. //Rim lighting
    56. fixed rim = 1 - saturate( dot( normalize(viewDirection), normalDirection ) );
    57. fixed3 rimLighting = _RimColor * pow(rim, _RimPower) * 0.5; //*0.5toreduceRimintensityby half
    58.  
    59. returnfixed4(rimLighting + lerp(_Color, tex2D(_MainTex, i.tex[0] * _MainTex_ST.xy + _MainTex_ST.zw) * i.color, i.color.a), 1);
    60. }
    61.  
    62. ENDCG
    63. }
     
  50. Arkhivrag

    Arkhivrag

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    Your shader has no ShadowCaster pass. Add it or use Curved World fallback shader described in CustomShaders.pdf file.



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