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Hi,

Sorry I can't seem to find a thread on how to integrate/use marmoset skyshop in shaderforge, let say I want to create a custom shader that supports marmoset skyshop?
HI,

I see, no it does not affect the scene, just the preview window :)
Hi,

Are you referring to the picture(showing the blending & depth settings) I attached? if so I did not change anything there and that's what the current depth settings. Upon playing around with it I'm trying to achieve a skydome with 2 textures, the first one is static and the second one is moving I used the texture uv rotator which the speed is being manipulated by a value, and also I have a question if you don't mind, I would like to offset the UV, using a UV rotator rotates the texture and that works fine, what if I want it to be offset using X or Y axis not rotating and I also tried applying a Time which I'm not sure how to implement using Time.

Thank you!

Respectfully yours,

Roberto Tan

Hi,


Ok I see, thanks so much! I'll keep you posted for any other ideas!

Hi,


Oh, wow, I didn't realize that, OMG!, you are wonderful, another question how do you do the reflection node that has light direction node like the one on the second image (green reflection with bleed and fade)? Hopefully you get to finish Shader Forge soon with all the goodies, I'm really loving this, I'm going to buy this!

Ok, if you look at the lerp node, A is the diffuse Texture, B is a texture as well but it will act as you image base reflection but you need a reflection vector so the image would act like what a usual reflection behaviour has, ALPHA of course is the blend. This is useful and easy to setup than a cubemap which is not really good for flat surfaces like walls, floor, etc, sorry if the way I explain it is very confusing.

Hi,


Really? Wow, how can I try those? any steps? hope you give basic tutorials on how to do those with ShaderForge when it comes out on the asset store, how about for puddles like on a street, that can only work with real time reflections or like the one I mentioned above reflection vector? 

Hi,


That's why I'm really happy with ShaderForge because I know it can and soon will be a powerful material editor for unity3d, and it is really closed to the udk material editor, with just a couple of additional features shaderforge is going to be a mind blowing tool, by the way this is how I setup a reflection base on the alpha like: which one receives more reflection.




So from Lerp A: diffuse texture, B: Reflection Texture, C: Alpha

I dont know how to make the reflection emissive like the one above that has a green reflection, but just a simple texture base reflection it can be fake by using texture2d -> component mask -> reflection vector. The reflection vector I think is what Shader Forge currently don't have which you can be attach from the component mask which is also attached from UV of texture2d.