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Cool will do
Hmm yeah that seems OK now, I didn't want to do it earlier in case it hid a problem, I was playing in a much larger project that I have that quite often crashes Unity due to out of memory errors. perhaps this was nothing to do with SF after all. It definitely had a line shooting off to the right to something though... which I should not have deleted. If it happens again I won't make any changes..
I reckon that would be totally fine, reality is once you want/have to go multi pass you probably do want that kind of control. Interestingly I can't seem to find a way to pass the results of 1st pass to a 2nd pass in a surface shader (the actual texture pixels) be cool if that were possible.
yup, how do you want it, doesn't look like I can attach it here
Yup confirmed - broke on OSX
At the moment, and this is probably another issue, I was wanting to see if the shader was SM2 or SM3 (I am running out of operations..
Shader error in 'Shader Forge/Meh1': Program 'frag', Arithmetic instruction limit of 64 exceeded; 65 arithmetic instructions needed to compile program at line 26
And I assumed it might be because of SM2? Render Queue, Shadows and LOD I guess are my most important after that. LOD especially
Yup, any chance of giving me my shader back too ? ;)
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Ah I see, its this one
tex2Dlod
Shader error in 'Shader Forge/Seamless MIP Blur': Program 'frag', function "tex2Dlod" not supported in this profile (maybe you want #pragma glsl?) at line 124
Keywords: DIRECTIONAL, SHADOWS_OFF
I added #pragma glsl in the 2nd pass but all I get is a black box now :(