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► Curved World ◄

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

  1. JohnRossitter

    JohnRossitter

    Joined:
    Dec 18, 2013
    Posts:
    1,027
    I'm presently using the default unity "Skybox/6 sided" shader in my game for my skybox.
    I would like to add Curved World functionality to it, but I just don't know where to make the changes in that shader.
     
  2. schmosef

    schmosef

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    852
  3. JohnRossitter

    JohnRossitter

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    I see, yeah that makes sense.
    I saw that there was a skybox shader variant shipped with Curved World 2 and it got me wondering.
     
  4. pushingpandas

    pushingpandas

    Joined:
    Jan 12, 2013
    Posts:
    1,419
    man I can't get it running :( Is there no video tutorial showing simple unity terrain and a cube and apply the shader to it to get the curved effect?
     
  5. Arkhivrag

    Arkhivrag

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    Apr 25, 2012
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    There are no video tutorials. What exactly you can not setup? Did you check example scenes and ReadMe file?



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  6. pushingpandas

    pushingpandas

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    How to apply the shader to a Terrain and a cube?
     
  7. JohnRossitter

    JohnRossitter

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    I just wanted to say again how super pleased I am with Curved World 2.
    It's everything I have wanted in this product and so much more.
    Great Job on it, I'm glad you got it finished!
     
  8. Arkhivrag

    Arkhivrag

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    For terrain - use Custom material option in Terrain settings and that custom material must have Curved Word terrain shader (Diffuse or Standard, not Mobile(T4M))
    terrain.png

    For cube - create material and assign Curved World shader to it. More info about materials and shaders here: http://docs.unity3d.com/Manual/Shaders.html and here: http://docs.unity3d.com/Manual/Materials.html



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  9. Atrixx

    Atrixx

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    Feb 8, 2012
    Posts:
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    Hey Arkhivrag,
    So far things are moving well! Although this error has been arising when assemblies are reloaded.
    http://s.odowd.co/tqj.png

    Any known fixes?
     
  10. Arkhivrag

    Arkhivrag

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    What Unity version do you use? And what is OS?



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  11. CptBonex

    CptBonex

    Joined:
    Dec 14, 2013
    Posts:
    15
    So I have a little problem with CW2. I have a directional light and im using CW2 in little planet mode. Whenever the light is pointing directly down at the surface of my world the light acts strange.

    With light pointing down:
    https://www.dropbox.com/s/bi59mqx9ve14nc6/Skärmklipp 2015-08-01 19.39.42.png?dl=0
    With light in a angle:
    https://www.dropbox.com/s/zp196t5lg3ic4yj/Skärmklipp 2015-08-01 19.46.23.png?dl=0

    Is it something that I have done wrong or is this a bug? Is there anyway it can be fixed or do I have to find a workaround?
    please help I really want this to work :)
     
  12. Arkhivrag

    Arkhivrag

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    Very strange bug. But it is Unity's bug, not Curved World's.
    Just put one simple mesh (box or sphere) below 'Little Planet' and it will be fixed.



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  13. CptBonex

    CptBonex

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    Thanks. Strange fix but it solved it :confused:
     
  14. JohnRossitter

    JohnRossitter

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    So I want to ask about custom shaders.
    I have some shaders I have purchased which I would like to convert to Curved World.
    However they do not have the methods in them which are described in the documentation.
    Should I just add the whole method in those cases?
    Would adding that method break the shader ?

    For example, where would I add it on this shader?

    Shader"SHADER_NAME"
    {
    Properties
    {
    _FieldTex ("FieldTexture" ,2D) = "" {}
    _InnerTint ("InnerMaskTint", Color) = (1.0, 1.0, 1.0, 1.0)
    _OuterTint ("OuterMaskTint", Color) = (1.0, 1.0, 1.0, 1.0)
    _Offset("MeshOffset", Float) = 0.02
    _FieldPanSpeed ("FieldTexturePanSpeed", Float) = 1.0
    _FieldBG ("FieldBackgroundVisibility", Float) = 1.0
    _FieldSparks ("FieldSparksVisibility", Float) = 1.0
    _InnterOffset("InnerMaskOffset", Float) = 1.0
    _InnerPow("InnerMaskFeather", Float) = 1.0
    _OutterOffset("OutterMaskOffset", Float) = 1.0
    _OutterPow("OutterMaskFeather", Float) = 1.0
    }

    Category
    {
    Tags { "Queue"="Transparent""IgnoreProjector"="True""RenderType"="Transparent" }
    BlendOneOne
    AlphaTestGreater .01
    ColorMaskRGB
    CullOffLightingOffZWriteOffFog {ModeOff}

    SubShader
    {
    Pass
    {

    CGPROGRAM
    #pragmavertexvert
    #pragmafragmentfrag

    #ifdefined(SHADER_API_D3D9) || defined(SHADER_API_D3D11)
    #pragmatarget3.0
    #else
    #pragmaglsl
    #endif

    #include "UnityCG.cginc"

    fixed4_Pos_0;
    fixed4_Pos_1;
    fixed4_Pos_2;
    fixed4_Pos_3;
    fixed4_Pos_4;
    fixed4_Pos_5;
    fixed4_Pos_6;
    fixed4_Pos_7;
    fixed4_Pos_8;
    fixed4_Pos_9;
    fixed4_Pos_10;
    fixed4_Pos_11;
    fixed4_Pos_12;
    fixed4_Pos_13;
    fixed4_Pos_14;
    fixed4_Pos_15;
    fixed4_Pos_16;
    fixed4_Pos_17;
    fixed4_Pos_18;
    fixed4_Pos_19;
    fixed4_Pos_20;
    fixed4_Pos_21;
    fixed4_Pos_22;
    fixed4_Pos_23;

    fixed_Pow_0;
    fixed_Pow_1;
    fixed_Pow_2;
    fixed_Pow_3;
    fixed_Pow_4;
    fixed_Pow_5;
    fixed_Pow_6;
    fixed_Pow_7;
    fixed_Pow_8;
    fixed_Pow_9;
    fixed_Pow_10;
    fixed_Pow_11;
    fixed_Pow_12;
    fixed_Pow_13;
    fixed_Pow_14;
    fixed_Pow_15;
    fixed_Pow_16;
    fixed_Pow_17;
    fixed_Pow_18;
    fixed_Pow_19;
    fixed_Pow_20;
    fixed_Pow_21;
    fixed_Pow_22;
    fixed_Pow_23;


    sampler2D_FieldTex;
    fixed4_FieldTex_ST;

    fixed4_InnerTint;
    fixed4_OuterTint;

    fixed_FieldBG;
    fixed_FieldSparks;
    fixed_FieldPanSpeed;
    fixed_Offset;
    fixed_InnterOffset;
    fixed_OutterOffset;
    fixed_InnerPow;
    fixed_OutterPow;

    structa2v {
    fixed4vertex : POSITION;
    fixed4texcoord : TEXCOORD0;
    fixed4normal : NORMAL;
    };

    structv2f {
    fixed4vertex : SV_POSITION;
    fixed2uv : TEXCOORD0;
    fixed4oPos : TEXCOORD2;
    fixed4normal: TEXCOORD3;
    };

    fixed2uvPanner(fixed2uv, fixedx, fixedy)
    {
    fixedt = _Time;
    returnfixed2(uv.x + x * t, uv.y + y * t);
    }

    /// VERTEX
    v2fvert (a2vv)
    {
    v2fo;

    v.vertex.xyz += v.normal * _Offset;
    o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
    o.oPos = v.vertex;
    o.normal = v.normal;
    o.uv = TRANSFORM_TEX ( v.texcoord, _FieldTex );

    returno;
    }

    /// FRAGMENT
    fixed4frag (v2fi) : COLOR
    {
    intinterpolators = 24;
    fixed4pos[24];
    fixedpower[24];

    fixed3innerMask = 0.0;
    fixed3outterMask = 0.0;

    pos[0] = _Pos_0;
    pos[1] = _Pos_1;
    pos[2] = _Pos_2;
    pos[3] = _Pos_3;
    pos[4] = _Pos_4;
    pos[5] = _Pos_5;
    pos[6] = _Pos_6;
    pos[7] = _Pos_7;
    pos[8] = _Pos_8;
    pos[9] = _Pos_9;
    pos[10] = _Pos_10;
    pos[11] = _Pos_11;
    pos[12] = _Pos_12;
    pos[13] = _Pos_13;
    pos[14] = _Pos_14;
    pos[15] = _Pos_15;
    pos[16] = _Pos_16;
    pos[17] = _Pos_17;
    pos[18] = _Pos_18;
    pos[19] = _Pos_19;
    pos[20] = _Pos_20;
    pos[21] = _Pos_21;
    pos[22] = _Pos_22;
    pos[23] = _Pos_23;

    power[0] = _Pow_0;
    power[1] = _Pow_1;
    power[2] = _Pow_2;
    power[3] = _Pow_3;
    power[4] = _Pow_4;
    power[5] = _Pow_5;
    power[6] = _Pow_6;
    power[7] = _Pow_7;
    power[8] = _Pow_8;
    power[9] = _Pow_9;
    power[10] = _Pow_10;
    power[11] = _Pow_11;
    power[12] = _Pow_12;
    power[13] = _Pow_13;
    power[14] = _Pow_14;
    power[15] = _Pow_15;
    power[16] = _Pow_16;
    power[17] = _Pow_17;
    power[18] = _Pow_18;
    power[19] = _Pow_19;
    power[20] = _Pow_20;
    power[21] = _Pow_21;
    power[22] = _Pow_22;
    power[23] = _Pow_23;


    for(intx = 0; x < interpolators; x++)
    {
    fixeddist = distance(pos[x].xyz + i.normal * _Offset, i.oPos.xyz);

    innerMask += pow(saturate(1 - dist * ((power[x] + _InnterOffset) + (1 - pos[x].w) * 2)), _InnerPow) * pos[x].w;
    outterMask += pow(saturate(1 - dist * (_OutterOffset - (1 - pos[x].w) * 2)), _OutterPow) * pos[x].w;
    }

    fixedfield_Tex = pow(tex2D(_FieldTex, uvPanner(i.uv, _FieldPanSpeed, _FieldPanSpeed)), 2.2).r;
    fixedfield_Tex_inv = pow(tex2D(_FieldTex, uvPanner(i.uv, -_FieldPanSpeed, -_FieldPanSpeed)), 2.2).r;


    fixed3fieldColor = lerp(_OuterTint, _InnerTint, field_Tex.r).rgb;
    fixedsparksMask = saturate(field_Tex * field_Tex_inv).x;
    fixed3sparks = saturate(sparksMask * fieldColor) * _FieldSparks;

    outterMask = saturate(outterMask * _OuterTint.rgb);
    innerMask = saturate(innerMask * _InnerTint.rgb);

    fixed3final = outterMask * _OuterTint.a * 10 + innerMask * _InnerTint.a * 10;
    final += field_Tex * fieldColor * outterMask * _FieldBG;
    final += sparks * outterMask * 10;

    returnfixed4(final, 1.0);
    }

    ENDCG

    } //PASS
    } //SUBSHADER
    } //CATEGORY
    } //SHADER
     
  15. protoshape

    protoshape

    Joined:
    Aug 2, 2015
    Posts:
    9
    Hi Arkhivrag,

    I'm trying to use Simple Waypoint System with curved world but could not succeeded yet :(

    I need, in a little planet like world, some objects must patrol obeying a pre-defined path.

    Way Path is jumping somewhere in the scene after running.

    Any suggestions for that ?

    Thanks.
     
  16. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,008
    As written in CustomShaders.pdf file for vertex bending is available only two functions:
    1. inline void V_CW_TransformPoint(inout float4 vertex)
    2. inline void V_CW_TransformPointAndNormal(inout float4 vertex, inout float3 normal, float4 tangent)
    Both of them are inside CurvedWorld_Base.cginc file.



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  17. Arkhivrag

    Arkhivrag

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    Curved World is a collection of shaders. They can not effect any script elements inside game.
    I can not give any suggestions, because I do not know what are you doing with/inside your scripts.



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  18. JohnRossitter

    JohnRossitter

    Joined:
    Dec 18, 2013
    Posts:
    1,027

    Right, I understand that, but I guess my question is that:
    In your examples you are passing in these structs that you define like "vertexInput" and "fragmentInput", which are not present in the shaders I'm attempting to modify.
    So for example in the shader I pasted above, it has its own return type of "v2f" for the "vert" function/method and "fixed4" for the "frag" function/method.


    I understand that I need to include your gcinc, and that I need to wire up your method calls, but I'm just not sure where in the other shaders.

    Please understand I am no shader programming expert, but a bit more clear information on how to modify existing shaders would go a long way in helping us novice users out.

    Thanks!
     
  19. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
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    All info is inside CustomShaders.pdf file (25 lines only). There is no info/secret/tricks more then that.

    I included two example shaders (inside Shaders/Example folder)
    1. "Custom/Example_Unlit"
    2. "Custom/Example_Surface"
    Did you check them?

    Transform functions does not take structures for arguments!
    1. inline void V_CW_TransformPoint(inout float4 vertex)
    Clearly shows that it takes float4 vertex.
    2. inline void V_CW_TransformPointAndNormal(inout float4 vertex, inout float3 normal, float4 tangent)
    Function takes vertex, normal and tangent

    All these variables (vertex, normal, tangent) can be part of any structure (with any name) that is passed as argument to vertex shader.
    Return type of vertex and fragment shaders also has no sense.

    Do not know what level, but some knowledge about shader programing is definitely necessary.




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    Last edited: Aug 3, 2015
  20. JohnRossitter

    JohnRossitter

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    Dec 18, 2013
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    1,027
    I know you provided the documentation, I read it, I also looked at the example shaders.
    I was able to finally make sense of it and get it working.

    My point is, it would be nice is you could not make the assumption that all of the people who buy your package are shader programmers, and provide a bit more than 25 lines of (frankly vague) information. It would be great if you could make a 3 minute YouTube video that explains what and why, of making these changes.

    I spent a lot of time on this trying to make it work, and experimenting, moving the code around and finally got it working.
    I didn't understand where the code should go inside of the method and I had to keep moving it around.
    Good for me, but It could have saved a lot of time if the instructions on custom shaders were written for novice shader programmer, which are going to be the large majority of your customers.

    I think the product is fantastic, I really do. I'm totally thrilled that I'm finally able to use it.

    I'm just asking for you to lower your expectation of your customer's experience with shader programming and provide some more information.

    All the Best Mate,
     
    Fog0 and buttmatrix like this.
  21. Sarinen

    Sarinen

    Joined:
    Nov 4, 2014
    Posts:
    6
    What's the difference in performance compared to previous version?
     
    Last edited: Aug 11, 2015
  22. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,008
    Previous version contained only Mobile shaders, and their performance is about the same in new version.
    Note, Curved World is per-vertex shader and has 0 (zero) impact per pixel, also you control how 'heavy' is the shader.



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  23. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
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    Update 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.
    • Shader/FX folder must be removed manually.
    • SpeedTree shaders removed from Shader/Nature folder. Now it has its own folder and package.



    I've received complaints about shader recompilation time. Unfortunately recompilation is required for updating shaders and as shader variants count is more then 500.000 (half of million) and shader count will increase in future, recompilation will take some time.
    The only solution I've found is - pack shaders inside packages and give you options to import/exclude them manually. In this case you control what shaders you have inside project and speed up recompilation:
    Packages.png



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  24. McFunkypants

    McFunkypants

    Joined:
    May 20, 2015
    Posts:
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    Keep up the WONDERFUL work. Your efforts do not go unnoticed.
    =)
     
  25. anpd03

    anpd03

    Joined:
    Aug 7, 2013
    Posts:
    65

    Attached Files:

  26. Arkhivrag

    Arkhivrag

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    It is available only in Curved World 2, that works only with Unity 5.



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  27. anpd03

    anpd03

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    Aug 7, 2013
    Posts:
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    Thanks tried it in Unity 5 and worked great. Project Bend type would it be possible to have that / scene. I want to use this in different mini games but looks like I can't have different bend types in different scenes.

    Regards Andreas
     
  28. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
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    It is possible, but you have to do it manually and you will need some shader programming knowledge.

    Bend type of all shaders is defines inside CurvedWorld_Base.cginc file (line: 27).
    Delete that line and define bend type per shader:

    Definition of bend types are:
    V_CW_BENDTYPE_CLASSIC_RUNNER
    V_CW_BENDTYPE_LITTLEPLANET
    V_CW_BENDTYPE_UNIVERSAL
    V_CW_BENDTYPE_PERSPECTIVE2D

    Do not modify original shaders, create copy of them with desired name and bend type.

    Do not forget to modify fallback shaders (3 VertexLit shaders).
    If you are using image effects you will need to provide correct shader RenderType (Camera-DepthNormalTexture.shader)



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  29. anpd03

    anpd03

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    Aug 7, 2013
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    Thanks! Will take a look.

    Edit:

    Got it working :) Thanks!
     
    Last edited: Aug 25, 2015
  30. InvincibleCat

    InvincibleCat

    Joined:
    Dec 23, 2014
    Posts:
    83
    Hi!

    First of all thanks for this product, it is really helpful !

    I have a question about mobile + shadows.
    I wanna try real time shadows on the main character.
    It does work in the editor + PC builds but not on mobile.
    Any clue ?

    I am using Mobile -> 1 Directional shader
    and I have this...
    WARNING: Shader Unsupported: 'Hidden/VacuumShaders/Curved World/VertexLit/Diffuse' - Setting to default shader.

    Cheers
     
    Last edited: Aug 27, 2015
  31. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
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    Seems hardware problem rather than shader.
    1. What is the mobile?

    2. Try Unity built-in 'Legacy Shaders/Reflective/VertexLit' shader (Curved World fallback shader is based on it), does it throw the same warning?

    3. Not quite correct solution but try it:copy 'ShadowCaster' pass from 'Hidden/VacuumShaders/Curved World/VertexLit/Diffuse' to your 'Mobile -> 1 Directional' shader and remove fallback line (see attached image).
    shader.png

    4. Or leave all shaders untouched, but modify 'Hidden/VacuumShaders/Curved World/VertexLit/Diffuse' shader only. It contains 4 passes:
    1. // Vertex Lit, emulated in shaders (4 lights max, no specular)
    2. // Lightmapped
    3. // Lightmapped, encoded as RGBM
    4. // Pass to render object as a shadow caster
    Try removing that passes one by one to check which one can not handle your mobile device.​



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    Last edited: Aug 27, 2015
  32. vinurd

    vinurd

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    Aug 27, 2015
    Posts:
    14
    Hi. Me for a project on space simulator, you need to create and generate the planet that they were objects that enveloped them on the surface.If your asset?
     
  33. InvincibleCat

    InvincibleCat

    Joined:
    Dec 23, 2014
    Posts:
    83
    Thanks for the quick answer!

    iPad Mini 2.

    And I am also using Asset Bundles...

    And the Shadows actually doesn't work neither on PC.

    But it works with Curved Standard Shader.

    I will try you next suggestions later today.
    Cheers
     
    Last edited: Aug 27, 2015
  34. Arkhivrag

    Arkhivrag

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    Shader can not generate 'real' 3d planets if you are asking about it. Shader bends mesh per-vertex creating curvature effect.



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  35. djgriff

    djgriff

    Joined:
    May 29, 2014
    Posts:
    279
    Hi Arkhivrag,

    First off i am amazed at this product bought it as soon as i came across it, love it.

    I am having a slight issue though with trees on the terrain basically not apply rotation or applying to the curved terrain.

    Grass however gets applied just fine


    Thanks for the great product!

    P.S I am not a pro at shaders and relativvely new to unity, was previously a java programmer using libgdx.

    Best

    Daniel
     
  36. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
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    Tree assets used by terrain must use Curved World shaders as well (Nature package). If after changing tree material shader it's still not bend, save scene and restart Unity.



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  37. nukeD

    nukeD

    Joined:
    Feb 12, 2009
    Posts:
    411
    Hey Davit, i got Curved World some time ago, but just recently had the chance to play with it and im extremely happy with the results, exactly what i need to bring my idea to life.
    Works beautifully with PlayMaker as well (using get and set property).
    Im using it with Unity 4.6 Pro (not planning on upgrading at the moment) and it works when i build for PC, but does not work on Android (hangs on the Unity splash), i do not have Pro for mobile. Is that the problem?

    Thanks man, keep up the excellent work!
     
    Last edited: Sep 1, 2015
  38. Arkhivrag

    Arkhivrag

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    Apr 25, 2012
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    Curved World 2 is only for Unity 5.
    I'll download Unity 4 later today to test old Curved World, it had no problems before.



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  39. Hesham

    Hesham

    Joined:
    May 29, 2008
    Posts:
    147
    Great Shader, how can I pay twice for it? Yes, its that good.
     
    Arkhivrag likes this.
  40. djgriff

    djgriff

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    May 29, 2014
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    279
    Thanks will give it a go
     
  41. nukeD

    nukeD

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    Feb 12, 2009
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    411
    Thanks a lot!
     
  42. Arkhivrag

    Arkhivrag

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    Apr 25, 2012
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    Just tested on Unity 4.6.8f1, all example demo scenes build and run without problem on Android (Kindle Fire, Android 2.3.7).
    Try with fresh project, only Curved World. Shader can not freeze Unity.



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  43. InvincibleCat

    InvincibleCat

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    Dec 23, 2014
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    Hey so in the end for the shadows, I am using Standard Shader.
    Which shader should I include in my project to get it work ?
    I am using a prefab with a list of shader that needs to be included in the build because I use Asset Bundles.

    Thanks a lot,

    Cheers,
    Tim
     
  44. Arkhivrag

    Arkhivrag

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    Apr 25, 2012
    Posts:
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    Standard shaders use VertexLit/Diffuse as Fallback.
    Fallback shaders are defined at end of shader file, you can check it manually.



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  45. murdoxstyle

    murdoxstyle

    Joined:
    Sep 2, 2015
    Posts:
    7
    Hello,
    first of all, it's nice to have this shader update. But i'm still wondering, can i use outline shader on this? i really need it for my projects, need to be curve and have outline on the main character also. How can i do that?
     
  46. nukeD

    nukeD

    Joined:
    Feb 12, 2009
    Posts:
    411
    Super cool thanks, now i know the problem is on my end!
    Your Unity Android is not pro, right?
     
  47. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,008
    If you know a little bit of shader programming or have someone in team, you can modify your outline shader to support Curved World, check CustomShaders.pdf inside Doc folder.
    Or wait for Curved World v2.1, it will include cartoon shaders.

    Yes, it is not Android Pro.



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  48. InvincibleCat

    InvincibleCat

    Joined:
    Dec 23, 2014
    Posts:
    83
    Thanks :)
     
  49. murdoxstyle

    murdoxstyle

    Joined:
    Sep 2, 2015
    Posts:
    7
     
  50. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,008
    In about two weeks. Waiting for releasing Unity 5.2, it will have some changes in rendering pipeline (again) and I will have to update shaders as well.



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