Maybe what you want. http://forum.unity3d.com/threads/structuredbuffer-with-surface-shader.173000/ I think it should work. Here's a snipped that will be in the documentation really soon: "DirectX 11 HLSL syntax and Surface Shaders Currently some parts of surface shader compilation pipeline do not understand DX11-specific…
I messed around a bit with example1.frag and I think I've got what you're looking for working. //provides FragmentState
#include "../state.frag" //provides misc params like 'uCustomTime'
#include "../other/customExtras.sh" uniform vec3 uColor; //color name "Color" default 1.0, 0.35, 0.2
uniform float uSpeed; //name "Speed"…
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…