Object postion not working correctly
If I take a cube for example (12 tris) as soon as I duplicate the shader will stop working. But if I go into Maya and subdivide it 10 times I don't get this problem. I didn't have a problem with this with older builds of Shader Forge. I rolled back to 0.23 and the shader has no problems and duplicating my object doesn't break it.
Thanks
Odpowiedź
I'm also having problems getting the object position node to work as expected. I have a bunch of computer screens and an atlas texture with individual frame animations on it. Each animation plays along the x axis, and there are 8 animations laid out along y. If I input numbers directly using a value node, everything works correctly, but if I use the object position, the screens all display the same animation (the first one, at position y=0). Sometimes screens flicker between different animations as I fly around in the scene view, so I thought maybe it was a view relative position, but nothing I do seems to fix the problem.
Should the object position node always return the world position of the object the material is applied to, or some root gameobject? Can you think of another way I could get all the screens to display different images without making multiple materials? The world position node appears to work, but since it's per pixel, it either isn't suitable, or I just don't know how to use it in this case.
Here is my none tree (note that objects are distributed along x, so I'm just using x for now, but it's no different with y or z):
I just looked at my scene in game and realised that a single screen is behaving as expected. All the others display as if the world x position is 0. It's very weird and I have no idea why it's happening.
It's been a while since I've messed with it, but if you hit play I believe they should work if you wait a bit. It just takes a while to update them. But it's been a while and I can't remember if that's the exact fix or not.
I'm facing the same problem! When there is just one object in the scene, its all ok. When I add a second object, it gets weird. But I realized that the problem occur only when both objects are inside the camera view. When the other is moved outside the view, it gets all right again.
I just realized that when I deactivate the "Draw call batching", the problem with more than one object is solved.
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That's it.