Is it possible to use a texture with moving UVs on a vertex offset ? It gets me an error with this configuration : The error is "Shader error in 'FX/Clouds': undeclared identifier 'node_3860_piv' at line 84" It shows me the same error with the same configuration and a vector2 linked to the rotator at piv so it doesn't seem…
The fringing is probably due to compression errors, try using the R channel of the texture instead of RGB, that way it will only use one of its channels as a grayscale value
That's very strange. I can't seem to reproduce this. Does it happen in a new shader too? Do you have any strange settings for the shader? What error are you getting in the console?
Thats cool, yeah I guess its just hard to know when youre going too far , is there a set limit on instructions or something that could be made obvious or is it just a trial and error thing?
Hey Ace, I am trying to tint the shadow color. This works as long as I somehow incorporate the Light Color node into the shader graph that goes into the Custom Lighting input of the Shader node (an Unlit shader btw.). If however I delete that Light Color node and use a Color Property node for tinting I get the following…
Of course it's an issue :) You should definitely be getting errors in the console if something like that happens. I'm not sure what happens, so I don't know if there is a way around it at the moment. Does it happen when you open any of the example shaders too?