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SF is now left to right as of 0.37
10 years ago
Alright, good! Closing this, as refraction is indeed a heavy effect, especially when used on more than one object :)
This has now been fixed in 0.37
Refraction is inherently expensive as it is. How many meshes are using it? I recommend not using it on more than one mesh at a time
Glad you're using SF as a learning tool! But yes, like you said, it's outside the scope of what I've set out to do with Shader Forge, so this will most likely never happen
Unfortunately, I'm not sure what's causing that in NGUI. You might be able to ask in the forums for further help on it. I'm closing this, as this is a very non-SF specific issue.
No problem, and I'm glad you like it :)
Specular doesn't work the same way as the "old" shader models. Specular defines the reflectivity when the view angle is 0, so, this is intentional. The easiest way to dampen it is to increase roughness / decrease gloss, or switch to a non-PBL shader.
Yeah, the panner pans the UVs and if it's set to clamp instead of wrap, it doesn't tile anymore.
You might be able to manually clamp it in the shader, while keeping the shader set to wrap, although this requires some math on your end. Ask in the forums if you get stuck on it!
You might be able to manually clamp it in the shader, while keeping the shader set to wrap, although this requires some math on your end. Ask in the forums if you get stuck on it!
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