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This has now been fixed in 1.17, at least for all but fresnel. A manual fresnel works though! dot( normal, view )
9 years ago
The new version will most likely release on Monday.
The view direction issue is known, I'm not sure when/if that is going to be fixed.
The delete bug sounds odd though, you might want to make a separate thread about that, and explain the problem in-detail with a clear repro case
The view direction issue is known, I'm not sure when/if that is going to be fixed.
The delete bug sounds odd though, you might want to make a separate thread about that, and explain the problem in-detail with a clear repro case
This is now fixed in 1.17
Looks like a bug alright, I'll fix this for the next version
Yep, plug whatever color/texture you need into Emission :)
The problem is that I don't know what is actually causing this. However, UVs do affect the way tangents are calculated, so anything tangent space related will affect this. As of later versions of SF though, you can define the normal in local space or world space too :)
This is a texture processing feature that is super hard/expensive to do in a shader, I recommend looking into Substance Painter or Quixel's DDO tools for that :)
You may be able to get an approximation of curvature using the DDX and DDY nodes together with normal direction, but that's as far as it goes
You may be able to get an approximation of curvature using the DDX and DDY nodes together with normal direction, but that's as far as it goes
You'll need to use the workaround in the first post in that case I'm afraid :(
Hey! 1.06 is the latest version for the 4.x cycle, and as I mentioned in the other thread, it's no longer supported. You'll need to use Unity 5 to keep getting updates to fix issues like this
Ah, hm, alright! Thanks for letting me know :)
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