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Special FX Shaders & Animated FX Shaders [Asset Store]

Discussion in 'Assets and Asset Store' started by Allesster, Feb 26, 2016.

  1. Allesster

    Allesster

    Joined:
    Aug 1, 2013
    Posts:
    13
    Hello!
    I created Special FX Shaders & Animated FX Shaders which is perfect for creating different effects and spells.

    Special FX Shaders [Unity 5.3.0+] [$10] [Open Source] [Upgrade price from Animated FX Shaders is $3.50]
    Animated FX Shaders [Unity 4.3.0 - 4.x.x] [$5]



    All effects from Animated FX Shaders imported to Special FX Shaders package.


    Special FX Shaders has many features and custom inspector.



    Each texture in the shader has many different settings, such as enabling and disabling alpha channel, invert textures and alpha channel, animation. This shaders has different types of animation: panoramic, rotating, tile.





     
    Alverik likes this.
  2. Allesster

    Allesster

    Joined:
    Aug 1, 2013
    Posts:
    13
    Special FX Shaders come to Unity 5.2.0, need wait few days.
     
  3. Nadan

    Nadan

    Joined:
    Jan 20, 2013
    Posts:
    341
    Hi I recently purchased your asset. But for some reason I keep getting these errors and then the effects have purple color. I've tried reimporting the asset but it brakes.

    I'm using Unity 5.4.1p3 and Android/iOS platform.

    Code (csharp):
    1.  
    2. Shader error in 'Special FX/FX': syntax error: unexpected token 'o' at line 146 (on d3d11)
    3.  
    4. Compiling Vertex program with FOG_EXP2
    5. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF2 UNITY_HARDWARE_TIER3
    Code (csharp):
    1.  
    2. Shader error in 'Special FX/FX Distortion': Duplicated input semantics can't change type, size, or layout ('TEXCOORD1'). at line 148 (on d3d11)
    3.  
    4. Compiling Fragment program with FOG_EXP2
    5. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF2 UNITY_HARDWARE_TIER3
    Code (csharp):
    1.  
    2. Shader error in 'Special FX/FX Distortion': output TEXCOORD1 used more than once at line 148 (on d3d11)
    3.  
    4. Compiling Vertex program with FOG_EXP2
    5. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF2 UNITY_HARDWARE_TIER3
    Code (csharp):
    1.  
    2. Shader warning in 'Special FX/FX Distortion': Duplicate non-system value semantic definition: output semantic 'TEXCOORD1' and output semantic 'TEXCOORD1' at line 145 (on d3d11)
    3.  
    4. Compiling Vertex program with FOG_EXP2
    5. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF2 UNITY_HARDWARE_TIER3
    Code (csharp):
    1.  
    2. Shader warning in 'Special FX/FX Distortion': Duplicate non-system value semantic definition: output semantic 'TEXCOORD1' and output semantic 'TEXCOORD1' at line 148 (on d3d11)
    3.  
    4. Compiling Vertex program with FOG_EXP2
    5. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF2 UNITY_HARDWARE_TIER3
     
  4. BillyMFT

    BillyMFT

    Joined:
    Mar 14, 2013
    Posts:
    178
    yeah I'm getting the same error.

    Code (CSharp):
    1. Shader error in 'Special FX/FX Distortion': Duplicated input semantics can't change type, size, or layout ('TEXCOORD1'). at line 150 (on glcore)
    2. Compiling Vertex program with FOG_EXP2 SOFTPARTICLES_ON
    3. Platform defines: UNITY_NO_DXT5nm UNITY_ENABLE_REFLECTION_BUFFERS UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA
    Using Unity 5.6.1 with Build set to iOS.
     
  5. Allesster

    Allesster

    Joined:
    Aug 1, 2013
    Posts:
    13
    I will try to fix this error.
     
  6. BillyMFT

    BillyMFT

    Joined:
    Mar 14, 2013
    Posts:
    178
    I think my case might have been an exception. I removed another part of the effect and the error went away.

    Unfortunately the material doesn't show at all on my iOS device. I haven't had a chance to problem solve this yet, but is there an easy fix?

    Thanks
     
  7. Allesster

    Allesster

    Joined:
    Aug 1, 2013
    Posts:
    13
    Try change this:
    Code (CSharp):
    1. UNITY_FOG_COORDS(1)
    to:
    Code (CSharp):
    1. UNITY_FOG_COORDS(5)
     
    Starvae likes this.
  8. BillyMFT

    BillyMFT

    Joined:
    Mar 14, 2013
    Posts:
    178
    Thanks, but that didn’t work. It still doesn’t work on the device, and no longer works in the game view in the editor (still works in the scene view though).
     
  9. Allesster

    Allesster

    Joined:
    Aug 1, 2013
    Posts:
    13
    Copy code what u have at line 150.
     
  10. Allesster

    Allesster

    Joined:
    Aug 1, 2013
    Posts:
    13
    Try this:
    Code (CSharp):
    1. struct appdata_t {
    2.                 float4 vertex : POSITION;
    3.                 fixed4 color : COLOR;
    4.                 float2 texcoord : TEXCOORD0;
    5.                 float2 texcoord2 : TEXCOORD1;
    6.                 float2 texcoord3 : TEXCOORD2;
    7.                 float2 discoord : TEXCOORD3;
    8.             };
    Code (CSharp):
    1. struct v2f {
    2.                 float4 vertex : SV_POSITION;
    3.                 fixed4 color : COLOR;
    4.                 float2 texcoord : TEXCOORD0;
    5.                 float2 texcoord2 : TEXCOORD1;
    6.                 float2 texcoord3 : TEXCOORD2;
    7.                 float2 discoord : TEXCOORD3;
    8.                 UNITY_FOG_COORDS(4)
    9.                 #ifdef SOFTPARTICLES_ON
    10.                 float4 projPos : TEXCOORD5;
    11.                 #endif
    12.             };
    Code (CSharp):
    1. v2f vert (appdata_t v)
    2.             {
    3.                 v2f o;
    4.                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
    5.                 #ifdef SOFTPARTICLES_ON
    6.                 o.projPos = ComputeScreenPos (o.vertex);
    7.                 COMPUTE_EYEDEPTH(o.projPos.z);
    8.                 #endif
    9.                 o.color = v.color;
    10.                 o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
    11.                 o.texcoord2 = TRANSFORM_TEX(v.texcoord2,_MainTex2);
    12.                 o.texcoord3 = TRANSFORM_TEX(v.texcoord3,_MainTex3);
    13.                 o.discoord = TRANSFORM_TEX(v.discoord,_DisTex);
    14.                 UNITY_TRANSFER_FOG(o,o.vertex);
    15.                 return o;
    16.             }
     
  11. BillyMFT

    BillyMFT

    Joined:
    Mar 14, 2013
    Posts:
    178
    no that is still the same - works in scene view but nothing else.
     
  12. BillyMFT

    BillyMFT

    Joined:
    Mar 14, 2013
    Posts:
    178
    Anything else I can try?
     
  13. BillyMFT

    BillyMFT

    Joined:
    Mar 14, 2013
    Posts:
    178
    Hi,

    Are you still working on this? Any plans to get it working on iOS?

    Thanks
     
    Alverik likes this.