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

I could not find a way to do it with "Shader Function Switch"

corrnc

thy should both be included / working

And what do you mean by heavy ?
what i mean is if you use a lerp with a Int to change 0 or 1 is a lot faster than use static switch
that switch i slower.

But to my understanding static switch is translated into conditional #if #endif and is culling part of a shader so how can it be slower than actual operations in a shader ?

I have just discovered ProceduralSample Function in ASE.

It’s great but in the current state as I understand it, it is lacking.
I’m using it in triplanar 2d mode but how can I use it with normal maps ?
There in no button on it or anything like on Triplanar Sampler.

set the texture object as Bump but dont unpack it till after the sample and use
http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/**Unpack_Scale_Normal**

What texture object ?
I don’t see any Bump on
https://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Texture_Object
(except default texture)

like this
8874255--1211829--upload_2023-3-13_21-36-25.jpg

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But do I have to mark my texture as “default” texture instead of “normal map” in texture importer ?

nope make them as normal map same as you do any others

on the texture Object set like this 8876157--1212327--upload_2023-3-14_14-45-40.png

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[is that a bug?]
‘Vertex position node’ works differently when material GPU instancing is turned on.
When ON - vertex position node outputs local positions
When OFF - vertex positions outputs world space positions (it’s not supposed to do that)
Please help?
ASE 1.9.1.5 Unity 2022.2.6 Build-in renderer.

I still have this issue. It seems that it goes correctly here

VertexOutput VertexFunction ( VertexInput v , uint ase_instanceId : SV_InstanceId )
            {

But its missing in these spots

VertexOutput vert ( VertexInput v )
            {
                return VertexFunction( v );
            }

Using URP btw unity 2021.3.6f1

EDIT:
For know I do this

#if defined(useSV)
                VertexOutput vert(VertexInput v, uint ase_instanceId : SV_InstanceId)
                {
                    return VertexFunction(v, ase_instanceId);
                }
            #else
                VertexOutput vert ( VertexInput v )
                {
                    return VertexFunction( v );
                }
            #endif

and add the define in amplify

hello, can you send this info to me in email support@amplify.pt
i will make certain it gets attention and bumped up in the workflow for coming updates.
please include as much info as possible so it can be reproduced.

thank you

Has this been solved? I’m having the same problem.

I’m on Unity 2021.3.16 and ASE 1.9.1.5.

With URP Lit and URP Unlit templates the alpha clip isn’t baking shadows correctly. Here are images comparing the built in URP Unlit to an Amplify URP Unlit8926649--1223210--upload_2023-4-4_10-48-7.jpg8926649--1223207--upload_2023-4-4_10-48-2.jpg

I’m want to modify the fake interior shader so not every room looks the same. any way to add randomness to it with multiple textures? also a night version with the lights on - how do I make them glow?

hey I’ve been using Amplify for a while, and lately I started to have this weird problem:

I’m mostly working on UI and while using the UI-Default template, if I use Panner or Rotator I receive this error and the shader fails to compile:

“Attempting to write data into inexistant tag /ase_pragma/. Please review the template Hidden/Templates/UI-Default body and consider adding the missing tag.”

Any idea?

I was able to extract v 1.8.9r35 from a very old repo of mine (which has the “Legacy/Default UI” Template) and I can confirm this does not happen on that particular version within the exact same Unity project. Bummer…

P.S: Adding ase_pragma tag to template (exactly where it was before on the Legacy/UI_Default) does not fix this issue.

hello,
We will need a bit more information such as what unity version and pipeline.

Unity 2021.3.22f1, Built-in rendering pipeline. I highly doubt this is related to the Unity version tho. I can confirm I had the same problem in the past couple of months using Unity 2020.x (can’t remember which version) but just decided to ask here now.
Steps to reproduce:

  • Create a UI Default Shader
  • Add Texture Sampler, Texture Coordinates, Connect UVs, Connect TS2D output to Color shader output
  • Use Rotator or Panner with Time input connected to any sort of time node
  • Compile shader
  • See error log on the Amplify console
  • There’s also another error in the Unity console but can’t exactly tell now since I urgently need to deliver some work therefore as mentioned, I deleted 1.9.1.5 and installed 1.8.9r35 from one of my old repos and everything seems to be working fine (using the Legacy/UI-Default template)

thank you for the detail report.
I was not able to reproduce any errors.

when you have time could you please send me thru email support@amplify.pt a copy of the subject shader for a more detail look

Hello, I am making a game with marching cubes terrain and have been struggling to understand the shader code that the standard pipeline requires you to use. As I already have Amplify Shader Editor, I am wondering if ASE has the capabilities that a marching cubes terrain shader needs. Is ASE capable of having an array of textures that can be applied to individual vertices?

Any updates on getting alpha clip to work with baked shadows in URP?
Thanks