Another question. Is it at all possible to include IBL in a custom lighting shader, using unity 5's new sky system/reflections? I toyed with adding cubemaps to the existing hierarchy, but due to lack of knowledge, I don't know how to incorporate them properly. Also I'd like it to be integrated with unity's sky system,…
Does anyone have an idea to how I can mask out the IBL contribution from a PBR shader? I'm trying to create a shader that makes everything completely black above/below a certain height in world space. So the shader would behave in a standard way, but starting from a certain height, it would be completely black. I currently…
Hello Joachim, Just popping in after seeing the Unity 5 announcment with a very obvious question... :) I take it you are considering porting this tool over to the new engine in the near future? Have you had a chance to talk to Unity themselves about what that would entail considering that they now have PBR materials and…
Hey, I'd be highly interested in how to achieve that, how you apply an ao/cavity map in a pbl shader.. I have read into pbr a little, certainly still lack knowledge.. I'd love to hear an answer on that, or even better.. get an AO slot as you mentioned :) If somebody has a solution on how to add AO or what the nodes what…
I've realized the changes I'm doing now is going to tear up pretty much single aspect of the shader compiler, and be rewritten completely. This is going to take quite a lot of time, but I will try to keep you all updated on the progress! So, a little status update: The idea with 1.0 has been to do some of the most…
I keep relying too much on mail notifications; missed a lot of nice stuff, great work! In other news, this is it, Shader Forge 1.0 is now officially released! :D Time to celebrate! https://twitter.com/JoachimHolmer/status/547534633001553920 New in Shader Forge 1.0: Added node: Object Scale (Unity 5+ only) Added node:…