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Ah, I see :) Thanks a bunch for the package!

This is all due to the master node not filtering the input. 


You're sending in a Vector 1 / Value into the Emission, instead of a Vector 3. It works when you have ambient light on, becuase the ambient term is added together with the emissive, which returns a Vector3. If you want a temporary fix, you can do this:




I'll try and get this sorted for the next version :)

Unity multiplies all their lighting information by 2, which is not a bug, but an old concept they've been stuck with. I can add a checkbox to enable/disable it if you want, but that would be another request :)

You can read was Aras from Unity says about it here: http://forum.unity3d.com/threads/94711-Why-(atten-*-2)

This is now fixed in Alpha 0.10!

Render Type has been added under the sorting block, it will be auto-assigned unless you uncheck the Auto-Sort box :)

Good catch! Looks like the SSAO post process effect doesn't work at all in SF shaders. I found the issue, I'll get this fixed for 0.10 :)


If you want a working shader meanwhile, open the shader code and beneath "Queue"="blah", add a new line with:

"RenderType"="Opaque"

Others have requested this as well, I'll consider it planned :)

There are multiple ways in which you will be able to organize and view your node trees, all which are planned :)

- Zooming

- Node comments

- Area comments

- Nested nodes