no errors from what I can see, although you are correct the shader still retains it's info. It's just that this might become a problem if I wanted to make quick changes, and had to re-connect everything to do it. Is there any way around this? :S
You may be right about the vertex colors. Though that doesnt explain why the error isn't there when I use the other channels. Ill attempt to find a better way of painting the verts as I am doing it by hand right now. Thanks for the help!
Shaders made with SF don't appear to be compatible with Unity's Material.SetTextureOffset function. I tried adding o.uv0 = TRANSFORM_TEX(v.texcoord, _MainTex); to the vert program but I'm getting undeclared identifier compile errors. My main diffuse is "Main Tex". Is there a way to make SF's shaders compatible with…
Alpha 0.07 is now out! @glynnsmith: The issue is that SF currently doesn't have many warnings or error handling at all! In this case, the UV input *requires* the input to be a Vector2, which the UV coord node is by default, which the Add node isn't, by default. You need to make sure the Add node outputs a Vector2 before…
Can somebody help me, whenever i drag a texture2D node into the editor the whole GUI locks up and the node list on the right disappears and i cant click on anything. After i alt+f4 to get out of it there are a bunch of d3d11_9x errors in the console. All the other nodes work though. I dont't know what to do as i am fairly…
Being a noob to all this visual shader editing stuff and after watching some UDK4 videos was wondering if anyone can point in the right direction for creating some shaders that tile textures based on world coordinates and creating a shader that display a different texture based on height in Y. Looking for hints on node…
Has someone made a terrain shader using SF? and if so how do you go about putting the material onto the terrain? Because i'm really struggling to find info on it. When i put a SF material onto the terrain it does not display properly, also an error says terrains don't support tangent data or something. Also it looks like…
I'm using 0.07 I don't have problem with 0.06b (for node moving). I'm using Unity 4.1.2f1 for windows I get lots of errors : missing method "GetObjectPickerObject" Oh I found one more thing I have multiplied a vector 2 node into a UV and then connected to the UV of the tex2D and gave 2,2 to it. up to this point every thing…
This is exactly what the Unity community needs! We were using the strumpy shader for some complex shader needs but we encountered issues in the shader code, we encountered lots of errors. Nice to haves: * Panner node with either the x or Y input shown, so you can scroll the UV in either direction, with a time node. Also…
Hey Ace, here are some shots of the graph where one time it works and the other time it won't. I know that a custom color node for the light color might not make much sense since it decouples the light information Unity's internal render system reveals from the light source... but hey, it is a beta test after all :) And…