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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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Right to the point, this is my problem. The shader on the mesh looks perfect, but the preview on the nodes which complicates me to get an idea about how is going to be the result.
I have bought Shader Forge this week and I have Unity 5.4 recently installed.
Thanks for your help.
Have a nice day ^w^
P.D: I searched on the forum a problem similar to mine. But I haven't found it, if somebody knows about that I would appreciate to have the link.
Not sure if I understand you fully, but, this is likely because on the nodes themselves, you only see a single light source, while in the preview window or in-game, you'll see all lights affecting the object
When the cortex more smooth gloss when the surface of the high points of light there will be some jaggies, using standard materials also have this phenomenon. Is there any way to solve this problem?
This might help:
Originally from this talk from Alex Vlachos:
http://www.gdcvault.com/play/1021771/Advanced-VR (The section on geometric specular aliasing)
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
It's because the text element holds a texture with the font rendered onto it, which is used to cut out all the letters. You need to make sure you are using the alpha channel of this texture in the shader. The UI Text class passes the font texture up to the material using MainTex.
Add a Texture2D node and call it MainTex. Use the RGB color as you see fit, and make sure the alpha channel is multiplied into the Opacity on the output. Make sure the shader is set to Transparent.
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