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Mostly works now with Beta 0.16 as long it's in Forward Mode. On deferred, the smoke on the Tesselation Displacement shader doesn't work (just like the Clip and Transmission shader). Vertex Animation has some odd fragment on deferred too. Still, huge improvement and thank you, whatever you did :)
11 jaar geleden
Yes, DX11 is checked in the Shader Settings. And I get some warnings, not errors, that I somehow forgot about:
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 43
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 77
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 92
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', incorrect number of arguments to numeric-type constructor (compiling for d3d11) at line 120
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', syntax error: unexpected token '*' (compiling for d3d11) at line 120
On my custom DX11 shader it's a few less
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', undeclared identifier 'node_15' (compiling for d3d11) at line 33
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 43
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 77
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 92
I remember a few weeks ago when I first went to DX11 I've actually had a non-DX11 surface shader with a vert program. That shader stayed fully black too until I replaced the output variable declaration with UNITY_INITIALIZE_OUTPUT(Input, o);
Remembering that, I tried to do the same with the shader forge generated shader and replaced every occurance of VertexOutput o; with UNITY_INITIALIZE_OUTPUT(VertexOutput, o); to see if it changes anything, but I'm not sure if I did it right because nothing changed and a new warning appears "Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', undeclared identifier 'o' (compiling for d3d11) at line 43"
I have no clue what else to try, really.
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 43
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 77
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 92
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', incorrect number of arguments to numeric-type constructor (compiling for d3d11) at line 120
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', syntax error: unexpected token '*' (compiling for d3d11) at line 120
On my custom DX11 shader it's a few less
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', undeclared identifier 'node_15' (compiling for d3d11) at line 33
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 43
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 77
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 92
I remember a few weeks ago when I first went to DX11 I've actually had a non-DX11 surface shader with a vert program. That shader stayed fully black too until I replaced the output variable declaration with UNITY_INITIALIZE_OUTPUT(Input, o);
Remembering that, I tried to do the same with the shader forge generated shader and replaced every occurance of VertexOutput o; with UNITY_INITIALIZE_OUTPUT(VertexOutput, o); to see if it changes anything, but I'm not sure if I did it right because nothing changed and a new warning appears "Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', undeclared identifier 'o' (compiling for d3d11) at line 43"
I have no clue what else to try, really.
Yes, as soon as I attach to "DX11 Displacement", not before then.
EDIT: Sorry don't have another computer or friend to try.
EDIT: Sorry don't have another computer or friend to try.
Thank you for clarifying. I don't want to take up more space for the main issue in this topic, is there a seperate entry for this somewhere in these forums where I can take this to? Unity restart does not fix the DX11 shaders appearing here.
Not sure if I should write this into a seperate post but maybe its related. Now I don't know if this is because of Alpha/Beta but in a fresh project I can't see those particular shader do anything in the first place. "Clip and Transmission" works only in Forward Mode, Tesselation and Vertex Animation don't work no matter what. Linear or Gamma Space makes no difference, DX11 is on. This is on the latest Unity 4 Pro, I use Win7, my GPU is AMD 7870
Is this normal or should I try to look into it more? Any pointers on what to try?
Is this normal or should I try to look into it more? Any pointers on what to try?
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