The lightmapper needs to know which texture counts as the primary color of your texture, so whichever Texture2D node you give the name "MainTex", will be read by the lightmapper as the color, multiplied by a Color node called "Color", if present. So, in short:
is there any way to invert the effect of the depth node to fake fog? if not, anyway to have the node react to the far plane as well as the near one? Also. when i try blending this with another diffuse, it doesnt work and gives me the magenta colour?
The channel blend node currently adds all results together, rather than interpolates, which means your colors needs to be balanced to each other. Also, don't forget to Append RGB and A together before using it in the channel blend node.
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…
Is it possible to change UV tiling for different channels of the same texture file? I am looking to pack splat and mix maps into one file but they need different UV scales. Is there a way to do this without creating 4 separate texture asset nodes? I tried feeding 1 texture asset into the tex input of 4 different texture 2d…
I've come across a need for a node quite a few times now that I would love to see in Shader Forge. I don't know if this has been suggested yet, or how doable it is, but I'd like to see a node that outputs a visual decimal representation of numeric values. I've been doing distance to object and camera work, and since those…