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Discussion in 'Works In Progress - Archive' started by Acegikmo, Jul 20, 2013.
I had to celebrate the submission day with a little Baileys
Cheers, and let's hope this is the start of an amazing journey!
Coke with Bacardi Gold...
What did I forget?
I'm very excited for where this is headed hehe
(oh and +1 for the Coke glass...love English pints)
Any port in a storm
Hahah, I think it's working, I just got a mail saying it was accepted
Says it will be live within the next hour!
Also, posting this for a friend who joined in!
It's live now, https://www.assetstore.unity3d.com/#/content/14147 - awesome!
I have my credit card ready and on my desk right as we speak.
Congrats again on getting it approved and into the store! Hope you have plenty of sales!
Just had to retake as a new one had been added since I last loaded the page.
Congratulation I shall be keeping an eye on this until my bank is healthy enough to pick it up, I expect this will become a very useful tool for many of the artists around here.
You all need 4.3.2 just fyi (been waiting for DL and install)...
...but now PURCHASED!
Congrats!! Definitely purchasing this.
Hmmm...opening your example scene in Win7 (DX11), and the Alpha isn't working with the Sunlight shadows active.
The Vegetation Shader and the DX11 Tess shader both are a dark-medium grey with Shadows on.
Alienware m17x R3
Could it be that you have deferred rendering on?
Ooooh so no Deferred huh?
Yea that was it and now its fine...is Deferred planned?
Deferred does not support transparent shaders...
Deferred is planned!
Most shaders work in deferred rendering (But will be rendered in forward), but some do look wonky, transparency is the trickest one.
The messy part of deferred is that it's a completely different structure of rendering shaders, so there's quite a lot to be rewritten for it to work!
But yes, it is planned, one of the top priority features
...and sweet Acegikmo thank you! This does look rather fantastic btw, awesome job man!
Thanks Steve! I'd love to see what you create in it!
When I have something...anything...you'll be the first to know!
I haven't seen anything posted yet so I'm a bit worried that it didn't work for anyone, haha
I already have the basics of a translucency shader set up and running. Eventually I plan to base it entirely off the DICE translucency approximating shader.
I will buy it tomorrow now i need to sleep a little haha, congratulations Ace!
How do I get a color to show up in the properties? It does it for the diffuse textures automatically but I want to be able to change the color of an outline.
Also, with the outline, it works in this picture but when I hit compile shader, the outline goes black. When I use the outline in game, the outline is black as well.
If I link the tint color to the outline it seems to have the outline color when compiled. Not sure if this and the properties not showing up are related.
Also, how do you remove unneeded nodes?
That's strange. Are you sure the materials are set up properly?
As in, did you create a material using the shader, rather than fiddling with the internal material?
Manually, right now! It should be pretty straightforward to add, feel free to request it! --> http://shaderforge.userecho.com/
Here's a better screen shot. It's not working in the editor to start with, as well as the game.
When you say manually, what do you mean? Is there no way to right click delete or something?
I also created the material from scratch in game this is what it looks like:
Oh, sorry, I misinterpreted your question then
I thought you meant a single button to remove all disconnected nodes! In that case, just select them and press delete! Select and then Ctrl+backspace works too.
The color property issue does look very strange indeed, definitely a bug. If you delete the lower color node and make a new one, does it fix itself up?
I see! I got the bug now too, it's reproducible. I'll look into it right now!
Thanks for the bug report - I would appreciate if you could make it on UserEcho instead though, so it's easier for others to see when/if it's already reported, and if it's fixed already or not
OK cool, on a Macbook Pro with Bootcamp, it's ctrl+delete
After cleaning it up, I deleted the color replaced it - it's still having the same issue.
I'm going to bed now, so I won't be able to respond to requests for a few hours! This has been quite an amazing day so far! Excited about getting started on the bugfixing for the next version tomorrow, and perhaps have a chance to see some of the things you make with SF
Is there any way to get the outline to honor the blending and depth setting?
When the depth settings are defaulted, the object is rendered behind.
When changed to overlay, only the texture is drawn as an overlay but the outline is still being culled?
Ideally, I would like to get it the other way around, not depth test the outline but depth test the texture
Could you open a feature request on UserEcho?
Just wanted to say: insta-buy!
I had alot of fun with the alpha/beta. And Joachim is a really nice guy who is very commited to SF. So if you guys need custom tailored shaders but lack the coding abilities required SF might be the way to go.
You should stress the realtime preview in your feature list in the asset store, Ace.
I'll change the description a bit
Oh, also, if any of you used the alpha/beta, it would be very nice of you if you could write a little review on the asset store!
It seems like a very small % of buyers generally do write reviews, so it would he helpful, I think!
Bought! Just wake up xD
That is an awesome feature but I think it's even more amazing that I can see the updated shader instantly in game!
Joining the party with some russian (likely lethal) vodka! Congrats Joachim!
Haha, cheers Teddy! 7 drinks so far
i also want to purchase your package but i'm a bit concerned that no sourcecode is included (just dll). any specific reasons for that or plans to change this? the reason i ask is that some assets simply get abandoned and without source access one cannot change/improve/adapt it. especially for high-priced assets this is very annoying. and when i read phrases like "if it sells well" i'm especially cautious. i understand when someone does not invest more time into asset development especially when it does not generate enough income. but please also understand that most people here don't want to waste their money. having no source access makes it more likely that an asset cannot be used for whatever reason. i hope you understand that.
It has been going really well so far, so I wouldn't worry
The reason I have a .dll is to keep the asset folder as clean as possible, and to make it slightly harder to access the source code. I've considered atlasting all the interface elements as well to save space, especially when you're searching for something in your project, you don't want plugins to show up. If I could I would shove everything into a single file!
The .dll is basically just a C# folder, it's quite easy to decompile it into the code, exactly as it looks on my end.
But if it reaches some sort of end of development, I could of course make it (more) open source if that's what people want
I can't believe you got this approved in like a matter of hours, lol.. they must've been watching for your asset! Congratulations! Going to purchase it now.
... oh wow, you also got a featured spot on the homepage... mega traffic for you today!
You might want to create a forum thread in the asset store forum.. quite a number of customers find stuff that way.