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It's not possible at the moment, but it may come on an update soon
10 years ago
The next Skyshop update will release two skyshop nodes that you plug into diffuse ambient and specular ambient.
The update note just meant that Shader Forge is ready for it, now you just have to wait for Marmoset :)
The update note just meant that Shader Forge is ready for it, now you just have to wait for Marmoset :)
If you're baking it with an external tool, you need to bake direct and indirect light separately, and I don't think you'll be able to match the dynamic shadows with the baked ones, in that case.
It's not really possible to detect shadows in a straightforward way in Shader Forge at the moment. You may be able to use the light attenuation node in some hacky way, but I doubt it.
It's not really possible to detect shadows in a straightforward way in Shader Forge at the moment. You may be able to use the light attenuation node in some hacky way, but I doubt it.
Right, there's no way around it then, for now
Right. Did you turn on deferred passes in the shader?
(Change the dropdown menu to Off instead of Alpha blended)
Are you using tessellation or vertex offset?
You should probably set your blending mode to off if you're using alpha clip, right now it's set to alpha blended
You have to both tweak the shadow strength and make sure you've baked dual lightmaps in deferred
Neither is nagging.
To answer your question, this is possible when using dual lightmaps in deferred rendering in Unity: http://docs.unity3d.com/Documentation/Manual/Light...
Lightmapping in deferred is currently a bit broken, but this will be fixed in a coming update.
To answer your question, this is possible when using dual lightmaps in deferred rendering in Unity: http://docs.unity3d.com/Documentation/Manual/Light...
Lightmapping in deferred is currently a bit broken, but this will be fixed in a coming update.
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