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For all of you who were part of the semi-closed alpha/beta testing - a HUGE thanks to all of you for being so helpful finding all of these bugs so far!
// Joachim Holmér
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I haven't found any topics with a similar problem to mine so here it is :
- I have tiles in a 2D world. They can contain decorations (resources, placeables...) and some overlay (selection indicator). I'm trying to make a shader that takes a MainTex and 2 optional textures with 2 switches allowing to apply the secondary textures on the main texture.
- The problem i'm having is that secondary textures have transparency and ShaderForge doesn't seem to be confortable with it.
As shown in the image, circled in red shows some bleeding in the images with transparency. Also, one of the texture seem to completely remove transparency (the one with black color around it). I checked inside Unity and with an Image Editor to be sure that transparency is present at places where bleeding can be seen. I also checked that the visual result in ShaderForge is the same when the game is launched.
- I'm not sure why it happens but the only possibilities I can see is that it's either a bug, or i'm using ShaderForge wrong.
Am I doing something wrong?
Keep in mind that transparency is in the alpha channel, so in this case the transparency isn't applied at all. You'll need to blend based on the alpha channel. The common case is to use a lerp node, with the background in A and the foreground in B, with the foreground alpha channel in the T input of the lerp node.
I would like to get in a Unity C# script the value of a node.
This can be done with this line in a C# script:
PropTime = Material.GetFloat("_PropTime");
But how can I set the value of a green variable (like "Prop Time") from a chain of nodes in Shader Forge, is it even possible?
Shaders can't set the values of shader properties, so this is impossible I'm afraid
A while back I asked a question about legacy vertex lit pass (which I have then learned was not supported) and was advised to use a modern rendering path, such as Forward.
Now, when deploying material to a device, I'm getting this error :
08-04 09:25:44.614: D/Unity(12266): WARNING: Shader
08-04 09:25:44.614: D/Unity(12266): Unsupported: 'Shader Forge/sh_water_01' - Pass 'FORWARD' has no vertex shader
Is there something you can advise?
problem solved by enabling compile for the shader under Open GL ES 3.0
Installed SF v1.37
It looks like your installation is broken. This has already been fixed in 1.37. Make sure you run a clean install:
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