hi i have problem with realtime reflection please help me that's work if i use texture2d and surfaceReflection script(PlanerReflection) but if i use cubemap for reflection i cant align reflection with model texture2d and surfaceReflection script and ShaderNode: Camera.RenderToCubemap script and ShaderNode:…
It's a bit of script in combination with that lowest bit on the shader nodes. I have a sphere hanging underneath the renderable surface at a relative height from the camera (if you jump it moves accordingly) that uses a 'Render to Cubemap' script, who's cubemap is then applied to all materials using an internal name _Cube,…
Man congrats on the release, and the price is awesome, I'll await to see the mobile features for it before buying it though, as for the moment I prefer to write the shaders on my own and having mobile as my exclusive target they need alot of optimizations. Anyway here is a feature request that maybe was not asked yet: - As…
Sorry for the lack of updates these last few days! I've been dealing with the underlying code, primarily to ensure stability. For example; when you press play or recompile the scripts in Unity, it does an assembly reload. What that means, is that all the data is lost in editor panels (Like Shader Forge), unless the data is…
That would help me out a lot since I am still working in Unity 4 as well, I thought it would be script based but I just have no idea what links to what.
if anyone is interested, my house mate fixed my problem by writing a small script that was attached to the directional light to create the offset which was then fed into the shader. Im not exactly sure how it works, but if you are interested I will share it! If anyone knows how to do this 100% in shader id love to know.
Possibly! Request it on the feedback page :) SF is currently not delving outside its editor window or material & shader inspectors, and it might have several implications I hadn't thought of before. (For instance, if a control script exists, people are pretty likely to request a ton of features for that, even though it's…
1. Buy Unity Pro if you don't have it already, or activate a trial 2. Set your camera to HDR 3. Import the image effects standard assets 4. Attach a bloom script to your camera, and make sure the bloom threshold is set to 1.0 5. Make a shader that has emissive going beyond 1.0 6. Look though the game camera and be happy!
Hi Ace, i know we talked a bit about features, and i got a little bit of a list of them. Just recently i have had issues setting up panning textures using strumpy, how does UV manipulation work at the moment? Do you have access to panners and rotators without having an external script running? Would also see materials…