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Are you getting any errors in the console? Is DX11 checked if you go into the Shader Settings? ( In SF )
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Strange. Do you have a friend or another computer to try it on?
If you make a new shader, make emissive red, and connect things to the tessellation inputs, does it go black?
If you make a new shader, make emissive red, and connect things to the tessellation inputs, does it go black?
This has now been fixed in Beta 0.16 :)
This has now been fixed in Beta 0.16 :)
Thanks for the help figuring this out, I have now tracked down the issue :)
Edit: This has now been fixed! From now on it's full speed ahead to the official beta release :D
Edit: This has now been fixed! From now on it's full speed ahead to the official beta release :D
Thanks for the help figuring this out, I have now tracked down the issue :)
I found an *extreme* bug which is most likely the cause of this.
By extreme I mean; there's a *factorial* growth of recalculations of the node previews
By extreme I mean; there's a *factorial* growth of recalculations of the node previews
Not really! You can always start a new topic. Try one of the Unity DX11 shaders ( http://docs.unity3d.com/Documentation/Components/SL-SurfaceShaderTessellation.html ) before though, to make sure it's a SF issue and now a hardware or Unity issue.
It *seems* like it's not related to scale after all. The node loading is now much faster. It loads the Tessellation shader in about 6 seconds on my laptop. The vertex offset shader doesn't load at all it seems. The CPU goes on full power, and nothing happens after minutes.
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