Hello, I would be interested to purchase your asset.
I want to use stencils shader on the unity HDRP using my vr headset.
Obviously stencils are all broken on HDRP, so I am wondering if your shader editor allow to use stencils also for HDRP ? I’m just trying to reproduce HDRP Lit default shader with a stencil mask to show and hide it behind an invisible window.
Is this image from your asset showcase also working on the scriptable pipelines ?
Please try downloading the latest ASE version from our website and re-saving your shader to confirm if the issue is corrected.
I believe that support for 8 channels was added on 2018.2; and we’ve made a few related fixes since, so it should work.
Not sure what could be happening, can you share a screenshot?
Try inverting the vertex normal value on backfaces so they can be lit correctly; something like this: https://i.imgur.com/ot5kgn8.png
Thanks, really appreciate the sample!
Unfortunately, we’re not going to be able to test this in the coming week. To make a long story short, one of our team members tested positive for COVID so we’re mandated to stay home and isolate for 14 days; all our VR kits are at the office.
Thankfully, some of us already tested negative, we’re all ok for now including our positive colleague(mild effects).
Hello,
Stencils are heavily used by HDRP, by default we setup the stencil buffer automatically to make it work with HDRP, but you can change it if you know exactly what you’re doing.
Consider a new Lit shader for example, you can see that some stencil option already have some properties.
If you remove that property and use your own value you may end up destroying the original stencil value that is required for HDRP.
So you basically do not have an example scene with a working stencil mask on hdrp using your shader editor ?
I just want to be sure. Cause my problem is exactly what you describe, the fact that hdrp use the buffer for other things, and I thought you may have solved it already using your shader editor.
My apologies, I was going to mention this in the previous answer.
The sample your referenced is for the built-in renderer only, there are no HDRP stencil samples.
To be clear, an HDRP already uses a pre-configured Stencils, which are required. It’s not really a problem to solve, it’s how HDRP works so we’re unable to actually offer any alternatives; we have to provide HDRP shaders as they are intended by Unity.
If in the future you find a way to solve this issue by the use of any tricks, like custom render pass, or because unity allow you in further version to realize this effect, or anything be sure that I will purchase your tool.
I’m trying to understand the relationship between Amplify and terrain layers. I have an animated water shader I would like to use as a terrain layer, but I don’t see anyway to do that.
Hi! I’ve tried to find this information on my own but not come up with anything that seems to work. What’s the correct method for doing a soft alpha blend particle shader in ASE?
I tried adding “Soft Particles Factor” but that’s not a node that exists, according to ASE.
Thanks!
Volume effects will be supported in a later version.
Simply put, the shader has specific properties that are used by the terrain layers. For example, your layer might have an Albedo and Normal, how they are displayed can be manipulated in the shader. Double click the Four Splats Shader Function to see how it’s done.
However, water on the actual terrain is not recommended; you’d commonly use something on top of the actual terrain for greater control.
after importing I got some errors… why ? Can anyone help me please ?
Unity 2019.4.12f1
Example:
Assets\AmplifyShaderEditor\Plugins\Editor\Nodes\SRP\HD\DiffusionProfileNode.cs(65,45): error CS0246: The type or namespace name ‘PropertyNode’ could not be found (are you missing a using directive or an assembly reference?)
I change project to HDRP and then updated ASE to latest version. Those pinks objects are using ASE shader which is not HDRP, but I cannot switch shaders to HDRP because I got this errors and custom UI is not created as you can see on screenshot.
Well that didn’t work, but I found out 2 solutions lerping vertex normals to look upwards or adding transmission. So upward normals make grass quads look flat but transmission works really great, only problem is that it is forward and ruins my performance. So do you have a deferred solution or some pointers maybe a different asset I could buy. And lastly is your implementation of transmission lightweight? Thanks in advance!
BTW your solution didn’t work because normal direction switching was visible.
Hi! I have two issues with the Unlit URP Preset, I’m creating a custom lighting shader for my characters, everything else uses the PBR template, so only my characters show this two problems:
They only receive Directional Light, everything works fine with the directional light, but they ignore any other type of light.
I’m using a Plane with the “Depth Fade” node to fake fog… it works perfectly with any other PBR shader, but my custom unlit shader gets ignored, it seems as if the preset is not writing depth info.
I checked and the write depth is enabled, and I don’t see any option to enable multiple light sources. (here’s an example, my character gets ignored by the depth, it should look as white as the grass to the right)
Just to elaborate, our Transmission and Translucency options are the same as Untiy, it’s Foward only and as lightweight as it can be. I’m afraid I’m not familiar with any other packages; renderer used is also a factor.
Hey,
Did you also post this on Discord? I have to check those out, been away from it for a bit.
You need to account for additional lights in URP, please check the stream below. If the problem persists, forward us a simple example shader with the problem present so that we can debug it on our side.
We’re using LW here but it’s the same thing for URP: https://www.youtube.com/watch?v=4hUHvUYcvUs
Not sure there, happy to check it out after you determine if you’re missing anything on point 1 based on our video.
So I’ve replaced the built in deferred lighting with Advanced Foliage shaders which have transmition and translucency so can I still use Amplify Editor for my other uses I mean besides foliage or changing builtin deferred messes things up?