Hey everyone. so I am working in unity and im trying to re-create a shader in there...and honestly ive been a bit stumped on this one. the idea is to make a rim light that is also effected by the direction of the normal map (3 point shader does this and plenty of game engines do this to) unity offered this one bit of code…
Hey Snader Thanks That is what I wanted but I think I kinda figure out Why it wasnt working. I did the same thing before plugging in the normals result to the fresnel normal but my display became pink and gave me a error. so I used your example adn started to rebuild my shader little by little how I wanted. So originally…
float4 to half3 means you're trying to cast incompatible value types. In this case, it's likely something along the lines of: float3 rgbVar;float4 rgbaVar;rgbaVar = someStuffHere;rgbVar = rgbaVar; In which case you could change the last line to rgbVar = rgbaVar.rgb; float and half are just different precisions, float…
ah ok this is some great stuff guys...but in all honesty I forgot to mention the real reason my shader was giving that error was asside from a herp derp node connection...I had shader model 2 enabled instead of 3. I was hitting the limit captain! and I didnt even know it! and talon you where correct I had a Split Command…