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Lõpetatud
Support GGX in shaderforge forward shader
Hello, I want to use the GGX effect, but shaderforge forward shader won't have this effect.
there is a code in UnityStandardConfig.cginc which is "#define UNITY_BRDF_GGX 0", if I change 0 to 1, and copy UnityStandardConfig.cginc, Standard.shader,
StandardSpecular.shader to project assets folder.
For forward rendering, standard shader will have GGX, shaderforge shader won't.
For deferred rendering, copy original Internal-DeferredShading.shader to project folder and set as custom deferred shader in graphic setting. Both standard shader and shaderforge deferred shader will have GGX effect. But shaderforge forward shader won't have GGX.
So is it possible support GGX in shaderforge forward shader?
You can read more about unity GGX in this thread
http://forum.unity3d.com/threads/using-ggx-instead-of-blinn-phong.323827/
there is a code in UnityStandardConfig.cginc which is "#define UNITY_BRDF_GGX 0", if I change 0 to 1, and copy UnityStandardConfig.cginc, Standard.shader,
StandardSpecular.shader to project assets folder.
For forward rendering, standard shader will have GGX, shaderforge shader won't.
For deferred rendering, copy original Internal-DeferredShading.shader to project folder and set as custom deferred shader in graphic setting. Both standard shader and shaderforge deferred shader will have GGX effect. But shaderforge forward shader won't have GGX.
So is it possible support GGX in shaderforge forward shader?
You can read more about unity GGX in this thread
http://forum.unity3d.com/threads/using-ggx-instead-of-blinn-phong.323827/
Vasta
+1
Hello. In my test, shaderforge forward shader still use blinn phong in unity 5.3, but unity 5.3 use ggx as default.
Customer support service by UserEcho
This has now been fixed in 1.27