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…
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…
Use forward rendering + single pass shaders that make use of forward rendering. This will allow each object to use a single directional light + any number of vertex lights but usually limited to four in the shader. You can add the vertex lighting calculation into the vert section of your shader. UnityCG.cginc has two…
I'm having a problem. I have a doubble sided shader for my trees in Unity and they look fine sometimes but in our game scene they are glowing like crazy. i copied this shader for them but i don´t know if the problem is the shader or the ligt. what can I do? We only have a directional light in the scene Shader: Shader…
The reflections and shadows look nice. I was also experimenting with area lights and shadows, but this is some next level stuff. Fun stuff. I think you need to wrap your functions inside a struct to be able to reference other structs. #ifndef RAYMARCHING
#define RAYMARCHING struct SDFHitResult
{ float hit; float3 hitpos;…
I would use a simple approach. Basically all you have to do is : ( 1 - glossiness ) * numofmipmaps. In my case it's 7. My setup : If your are using phong or blinn you might want to multiply your glossiness by 128 in order to get a range of 0 - 1 to avoid value like 180 or 200. But with a cook torrance or a spherical…