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Alright, glad it worked out :)
10 years ago
Not at the moment; I'm still wrapped up in Unite. After Unite, I'll have a look at this :)
What I would like to do, is to have a manual mode in Shader Forge, where you have a split between the fragment shader and the vertex shader, allowing you to make things like this.
But, again, that would have to be after Unite, and after making a proper dependency system :)
The dependency system is so central to almost all new features people want, and without it, all new features would be like hardcoded hacks, potentially breaking more things in the process
But, again, that would have to be after Unite, and after making a proper dependency system :)
The dependency system is so central to almost all new features people want, and without it, all new features would be like hardcoded hacks, potentially breaking more things in the process
It is silly, but it's also something that's hard to fix properly on my end, for several reasons.
I've mentioned it several times throughout UserEcho - the shader compiler and the non-existent dependency system, make all issues regarding vert/frag separation, and almost everything related to dependencies, a mess to fix.
I intend to do a full rewrite of Shader Forge's compiler, which make this a quick fix, rather than a mess, but it won't happen until after Unite 2014.
I'm sorry that it's causing you issues at the moment, but right now there's no easy way around it.
I've mentioned it several times throughout UserEcho - the shader compiler and the non-existent dependency system, make all issues regarding vert/frag separation, and almost everything related to dependencies, a mess to fix.
I intend to do a full rewrite of Shader Forge's compiler, which make this a quick fix, rather than a mess, but it won't happen until after Unite 2014.
I'm sorry that it's causing you issues at the moment, but right now there's no easy way around it.
You should be able to subtract the object position from the world position, and then transform it using the transform node, I think
It's a common mistake in custom lighting, so, here's a little explanation:
The custom lighting input is done per light source. Each additional light source is rendered additively on top of the first.
If you don't include light attenuation at all times, you'll see a sharp edge, because the light will be fully visible/colored, until it's culled away. In your case, you've got two colors, and none of them have attenuation applied.
This wouldn't be the case with deferred, but, deferred also has the downside of not being able to have unique lighting per-shader, which forward has. If you want a custom deferred lighting pass, you'll have to edit that shader on your own, if you want to treat all lights at the same time.
I presume you want to "color" shadows and the lights in a specific way, which is hard, given the nature of forward rendering.
The custom lighting input is done per light source. Each additional light source is rendered additively on top of the first.
If you don't include light attenuation at all times, you'll see a sharp edge, because the light will be fully visible/colored, until it's culled away. In your case, you've got two colors, and none of them have attenuation applied.
This wouldn't be the case with deferred, but, deferred also has the downside of not being able to have unique lighting per-shader, which forward has. If you want a custom deferred lighting pass, you'll have to edit that shader on your own, if you want to treat all lights at the same time.
I presume you want to "color" shadows and the lights in a specific way, which is hard, given the nature of forward rendering.
Way, WAY into the future, most likely. A ton of things have higher priority
Ah, thanks for looking into it further :)
Glad it worked out!
Glad it worked out!
Not sure what it could be, but I don't have the time to look into it at the moment. Try to isolate the issue as much as possible.
I would guess though that you're putting in world-space UVs for something that's made to be in tangent space, but I'm not sure.
I would guess though that you're putting in world-space UVs for something that's made to be in tangent space, but I'm not sure.
I think I'll start with an axis-angle rotation node, will that work well in your case?
Vector input
Axis input
Angle input
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Vector output
Vector input
Axis input
Angle input
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Vector output
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