Your comments
Could you take a screenshot of the node trees? The working and non-working one
10 years ago
Edge length tessellation has now been implemented in Beta 0.35 :)
I'm in the process of rewriting some large parts of SF, more specifically its dependency system. In doing so, it'll be much easier to expose nodes such as lightmap / light probes etc.
There are some design issues though, since lightmaps behave differently depending on which type it is, and it needs to be done properly in the node as well. (For instance, directional lightmaps have a light direction saved in the lightmap data)
I'm not sure when it will be done, I'm in the process of preparing things for Unite, and a few other things, so, it'll take quite some time
There are some design issues though, since lightmaps behave differently depending on which type it is, and it needs to be done properly in the node as well. (For instance, directional lightmaps have a light direction saved in the lightmap data)
I'm not sure when it will be done, I'm in the process of preparing things for Unite, and a few other things, so, it'll take quite some time
This was fixed in Beta 0.26
This has now been fixed in 0.35
If I'm adding this, it'll be through a checkbox in the blending settings, specifically for soft particles
The problem though, is that there's no way for me to know if someone is making a particle shader or not, and whether or not they're using the depth blend node as a way of softening particles.
And how does your node tree look?
Hm, do you think there's any case where this fix may break something else?
This is due to Unity 4.5, and is a known issue :)
I think someone else has reported it as well, so I'm closing it.
The error is harmless, but annoying.
I think someone else has reported it as well, so I'm closing it.
The error is harmless, but annoying.
Customer support service by UserEcho