0
Ikke en bug

Procedural mesh incompatible with ShaderForge

Igniuss 9 år siden opdateret af Freya Holmér (Developer) 9 år siden 2
So I'm generating a mesh at run-time, and every non-SF shaders work fine (also Third party shaders like RTP), but any type of ShaderForge shader makes the Albedo completely black..
The only way I can get the ShaderForge shaders to work is by making them unlit, and put the Albedo in the Emission channel.

I've exported the runtime mesh using an obj exporter script I scrambled together, imported the obj file in unity, and the shaders suddenly work! So something's messing up during runtime.

Any clue as to why this is happening?
Or how I'll might be able to solve this?
If there's any other information needed, I'd be more then happy to deliver.

Svar

Svar
Ikke en bug
I think you are the same person as the one who posted on reddit, and I believe you fixed it by restarting Unity
I'm having a similar issue with the new version of ShaderForge (1.17) related to creating dynamic materials.

When I try to execute "Material m = new Material(Shader.Find("Tiles"));, it fails with the following error:

NullReferenceExceptionUnityEngine.Material..ctor (UnityEngine.Shader shader) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/ShaderBindings.gen.cs:168)



Svar
Ikke en bug
I think you are the same person as the one who posted on reddit, and I believe you fixed it by restarting Unity

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