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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
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