So I've about got what I want in my shader but I've run into a snag. SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _WarpTex; float _WarpInt; float _WarpSpeedX;…
Hi, I'm trying to create shader for masking detail texture to multiply with metalness map.Her's my model with albedo, roughness and metalness maps on - no albedo or detail maps added at this point: I already have mix pass for albedo and now I'm trying to perform similar to reflectivity map. here's albedo part (it's working…
Working on an adjustment to the specular ibl shader here, wondering if someone can help steer me in the right direction: from MarmosetSurf.cginc //DIFFUSE WRAP #if defined(MARMO_DIFFUSE_DIRECT_WRAP) || defined(MARMO_DIFFUSE_IBL_WRAP) half4 diff_Wrap = tex2D( _MainTex, uv_diff); half4 Inverted_Diff_Wrap =1.0- tex2D(…
Hello. Hope you are fine and doing well. I've been working in Substance Designer and Marmoset since a few months back, I use custom shader mostly for presentation, but I wanted to start learning about custom shader, so I started by trying to solve a very specific and simple problem. Below there is a tardigrade egg texture…
Hi all, ShaderFX was not abandoned. It has been acquired by Autodesk and its development has moved there. If you want to be on a future beta, drop me an email: kees.rijnen at autodesk. As for the question about node editor versus hand-code. It is mostly a personal preference. From a code inefficiency point of view. if you…