[Best Tool Asset Store Award] Amplify Shader Editor - Node-based Shader Creation Tool

That’s it! Thank you very much.

1 Like

Another silly question but can I add a toggle on the material for the backface culling mod? I have the back culled by default but how do I add it as an option on the shader if I want to turn off culling?

Use Inline Properties to set the Cull Mode; be sure that the node used is set to Auto Register.
For the toggle itself, you can customize the look of the material with a Custom Shader GUI.
7644796--952777--upload_2021-11-10_14-2-20.png

Just to elaborate, you do have a Toggle Node in ASE but it’s not appropriate for this case.

1 Like

Hey @Amplify_Ricardo thanks for your help previously regarding https://github.com/jnbbender/Unity3D-Stuff/tree/main/Invisibility Cloak.
I am still having an issue though. Turns out simply switching the Shader Type to HDRP/Lit only turns my shader completely black.
Here are my shader definitions and the In Game result.

Notice how in game, the material in the Inspector looks fine. Ideas?

Hey, which Unity and HDRP are you using there?

Seems to be working as expected: http://files.amplify.pt/RT/2021/11/wZ0SOxwi91.gif

Please also confirm what’s the ASE version currently used under Window > Amplify Shader Editor > About.

I’m in 2021.2.1f1, HDRP version 12.1.0 & ASE version 1.8.9r21
I can switch to whatever you’re in. I’m not committed to 2021.2.1

Ah ok, that explains it!

We don’t support HDRP 12 yet, still working on the update. I’d recommend using the previous HDRP distribution, we’re almost done with the Template update. When released, all you need to do is save your HDRP 11 shaders, or other version, in your HDRP 12 project to update them.

Apologies for the inconvenience, major SRP updates take a couple of days.

If I can bother you one more time, what setup are you testing this with? I have tried a number of different Unity versions & HDRP 10.

No problem!

Default HDRP settings, new project(the usual for tests).

Did you save the shader on the HDRP 10 project? You need to save to update it to your specific HDRP version.

To confirm, did you import ASE or open the same HDRP 12 project on a previous Unity version?

At this point I don’t know what I did :frowning: I’ll work it out though. Thanks for your help

1 Like

My current issue has been solved, but upon booting up my game everything is pink! My shaders aren’t working. Is this to be expected because of updating from 2019 unity to 2021, or should everything have ported over fine?

Is it possible to create a shader that can apply to terrains in HDRP? I’m using a triplanar ASE material on the terrain but it gives the " Cant use Shader which needs tangent geometry on terrain "error.
7652893--954487--upload_2021-11-13_9-8-29.png

I can’t seem to get the normalmaps working right on a triplanar shader on terrain. some faces look flat like there is no normalmap at all

Do you have any v2 plans to make Multi Passes visual in the editor and not as a template file editing?
I am having a very frustrating time setting up a custom template. It either is perfect and works or something is broken and can crash unity. The process for editing in code editor, hopping back to unity and then having to change the template to something else then back to the working one is tiresome and prone to breaking.

If not even needing multipass I still have to make a new template and edit it to say just change the cull settings and do the the same break and re-fix workflow for testing a change.

Editing a script file was not what I had envisioned using this tool for. I have experience with making multi pass shaders by hand, was just hoping this tool would have alleviated that work flow.

That said otherwise it a pretty nice tool, ive used a bunch of these for various other languages, it could use some grab tree nodes down and other selection and moving tools but aside from that its fun!

What shader type are you using in your existing files and which renderer do you have set in that 2021 project?
Could also just be that you need to open and save the shaders to update them.

Sorry, not at the moment, only URP and Built-in.

We’d love to but it ultimately depends on the shader type, not actually possible with Surface Shaders for example.

We do include a Multipass template, a Lit type for the built-in render, and URP supports an extra pass. It’s tricky to find a solution that fits all requirements but we’re open to specific requests. (support@amplify.pt)

Hi Amplify
I have a question abuout the ASE SRP additional light node.
In my scene I use two direction light to lighting Wall and Floor.
one direction light only light the wall layer.
and another one only lighting the floor layer.

int numLights = GetAdditionalLightsCount();
for(int i = 0; i<numLights;i++)
{
Light light = GetAdditionalLight(i, WorldPosition);
half3 AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation);
Color +=(dot(light.direction, WorldNormal)*0.5+0.5 )* AttLightColor;

}```

The rendering result shown, both direction lights will lighting both of floor and wall layer.
The cullingMask seems to not work.

any good way to solve this issue?
![7663810--956638--SRPADDLight Floor Light Off.PNG|1920x806](upload://bM4CKcwf532vJvThIcEznhel7dr.png) ![100000001158535--956671--SRPADDLight Light Off.PNG|1915x837](upload://j3lPXeDFeV8zWaW5bFkeLVn9Mnf.png) ![7663810--956644--SRPADDLight WallLight Off.PNG|1917x801](upload://2Jytab4DUDt4z6xJ6vamK1wJGiL.png) ![100000001158535--956677--SRPADDLight.PNG|1910x808](upload://sMPI1rgnaVSByZ0ShFBxoQ6G36C.png)
![](https://drive.google.com/file/d/1FUHjkO4VXK39JUjpwdXEbuWR7wD6QuO0/view?usp=sharing)

![7663810--956653--eJs0JHxRlG.gif|1911x804](upload://shjCZjBk7dUyh7Hu6DAlsLcaElp.gif)

Hey there!

We used to be able to access the correct information with the built-in renderer given that Unity ran its Forward Base and Forward Add for each light.However, this is no longer the case in URP, lights are calculated in a single pass. As a result of this change, we have no practical/reliable way of accessing other lights; the World Space Light Dir node returns the light that Unity itself considers to be its main light.

There seems there could be a way to access additional light sources, given the function “GetAdditionalLight(uint i, float3 positionWS)”, but we don’t have any way of knowing which index corresponds to each light. Doing so could result in even more problems, we’re not actually sure how the light order is handled in some situations.

We’re not going to be able to provide support for that type of use given how URP works. We will keep this on our radar for possible future improvements/changes.

1 Like

Thanks for the quick reply. I will keep trying another way to solve this issuse;)

1 Like

GetFileAssetRelativePath return error url! Debug info attached!

What refraction model is used in Master Node (Built-in)? And how it can be recreated using nodes, so I can understand how it works.

7672831--958492--upload_2021-11-20_10-42-36.png

Hey, can you share additional details on where and when this happens?

Thanks!

Hey there, we don’t have a node example for that specifically but you can examine the shader source for additional details. We recommend using WinMerge to check differences, with and without Refractions.

7677109--959389--upload_2021-11-22_10-42-41.png

Water Refraction example: https://catlikecoding.com/unity/tutorials/flow/looking-through-water/
Perhaps this tutorial might help get it started:
https://www.youtube.com/watch?v=-7UmfKUb1Zg