Uw opmerkingen
This seems to be working fro me in A0.12
AWESOME , ok reflection can wait until 1.1 :)
I think it would be awesome to have it along with a Physically Based Lighting model but I can see that both of those should probably wait for the tool to be done first - just hurry up! :D
BUT...
When I switch back to my Shadforge layout the ShaderForge tab is not there - seems it's not getting saved.
Nope. seems to be fixed :)
Whoo hoo! Shader Forge is all growed up
Hmm, I took out the OpenGL exclude and added #pragma GLSL to both passes and now I get this :)
This is with Unity set to iOS (with and without emulation) and set to Desktop (MacOSX).
Updating Assets/ShaderForge/Example Assets/Shaders/SeamlessMipBlur.shader - GUID: 54c0b60b9782f6048a8efdbc78808a65...
done. [Time: 2186.453857 ms]
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 379: ERROR: 'constructor' : too many arguments at line 27
(Filename: Refraction Line: 27)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 387: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 391: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 392: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 400: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Yeah I kind of fiddled with it.. might have another go :) is it very expensive with the grab pass?
Anyway shadows must work first!
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Using OSX and Unity Colour Picker (Unity 4.3)