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Yeah. Again, I think this has to do with the _cutoff slider. Does it work properly if you remove it from the shader code, in the SF shader?
il y a 10 ans
This has now been fixed in 1.17
You can't use alpha blending in deferred
Odd, no idea what could cause that :(
Try a clean reinstall of SF: http://acegikmo.com/shaderforge/faq/?Q=erroronnewversion#erroronnewversion
Try a clean reinstall of SF: http://acegikmo.com/shaderforge/faq/?Q=erroronnewversion#erroronnewversion
Not really, it's not a high-priority fix, and it's not something that I know whether or not it's even possible given how the code is structured at the moment. If you want to accelerate the process, feel free to research it, and see if it's possible to separate them :)
Try removing the _cutoff property at the top of the shader code
No idea what could be wrong there. I'd start isolating parts of the shader, and see when/if the effect goes away
Thanks!
And it might be possible to get the desired effect using two shaders rather than one :)
And it might be possible to get the desired effect using two shaders rather than one :)
It sounds like the shader itself has been constructed in the wrong way, or that the mesh doesn't have proper UV coordinates set up
Is the tiling the same, visually, if you apply a texture where you can see the tiling clearly? It's possible that Unity's terrain shader has their own tiling, apart from the values you enter in the properties. Which means that eve if they have an identical material setup, they could still have different tiling
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