in unity Preferences under “Amplify Shader Editor” find the check box for “Force template Min. Shader model” and uncheck it
Greetings David,
I was wondering if there is an existing guide that guides the user on switching from built-in to URP with existing Amplify Shader shaders? Any kind of resource in context of Amplify Shader would be of great help.
Cheers!
Hello,
yes, agree we should make some more resources for this
Porting shaders from BIRP into SRP (URP/HDRP)
[1] open shader with amplify shader editor in your SRP project
[2] on main output block find “Shader type” and change to HDRP or Universal
[3] Note some connections may get disconnected from the main input block, example in BIRP the input for “Albedo” has changed to “BaseColor”, reconnect as needed.
[4] Note some nodes used in BIRP may have changed or need to be changed based on pipeline, review graph and check for any warnings, make any changes as needed.
[5] compile shader in selected shader type.
I am considering purchasing ‘Amplify Shader Editor’ but I have a question. I apologize if this is not the right place for this question as I am unsure where else to ask it. This may be a dumb question as I lack knowledge in shaders.
Can ‘Amplify Shader Editor’ assist with the conversion of a shader consisting of a Unity 2021 .shader file and .hlsl file(s) into a form usable by Unity 6?
Hello
you can make shaders aka .shader in amplify editor. A shader created in amplify editor does not need the editor to run them, amplify editor is only needed to modify or edit.
You would first need to create the shader in amplify graph then you could easily convert to any unity version such as 2021 and or Unity 6
Thank you so much for your response! Will report back how it worked out.
An automated tool for the task would be nice though ![]()
Cheers!
Hello,
How to create an amplify shader compatible with the forward renderer using FullScreenPassRendererFeature?
In shader graph I can create one using Shader Graph > URP > Fullscreen Shader Graph
Hello,
Correct ASE has not added this template yet into amplify shader editor and we are planning for this coming year. this pause for adding early production fullscreenpass was to allow Unity to become more stable and sort out a number of bugs with the new features and we are looking closer at it now for Unity 6 and or higher.
David
Ok I see, is there a possibility to create post effect using Amplify?
Hello,
Is there a shader or material currently available to reduce the tiling effect of a ground texture?
I’m using meshes as the ground in my 3D top-down game, and the repetitive pattern of the tiles becomes quite noticeable.
Does anyone know if there’s an existing solution to improve this?
A common way to alleviate this issue is to use a procedural hex grid to prevent tiling and seams. Here’s a video about it: https://youtu.be/hc6msdFcnA4?si=yPTTEN-6DLUUcsVr
You could also use a noise mask (texture or procedural) in your shader to blend between 2 different textures to sort of “break up” the repetition.
Also using world-space position instead of UVs when mapping textures would be a good idea to ensure the meshes don’t look like tiles. This way the texture tiling can be independent of the mesh tiling. (Combined with the method(s) I mentioned above to hide the texture tiling.)
Hello
yes, we have a number of solutions
To start with I suggest have a look at the function called “Procedural Sample”
Thanks but I was looking for a shader that already existed within the amplify shader library!
Is there any videos explaining this process online or documentation on how to create it?
Also I found an old post online about a ‘Procedural Stochastic Sample node’. Is that still a thing?
Amplify Shader does not have any ready sample that does it out of the box?
We have around 100 premade samples for amplify in the amplify shader pack, this extra pack is Free for your download if you already own copy of the editor.
We also have what we call LS Learning Samples.
A collection of learning samples ranging from simple utilities, effects, math, complex operations with helpful sticky notes and many examples for common case use. Learning samples are very similar to Unity’s node reference samples now fully made in in Amplify Shader Editor to help you learn more about shader creation in Amplify and inspire creativity.
With over 450+ samples to get you started, you’ll find almost all of ASE nodes broken down into clear and documented examples and many other useful functions like Lighting Algorithms, Noise, Hair, Gradients, Blends, and more.
LS learning samples can be download in our official discord.
“Procedural Sample” is Based on “Procedural Stochastic Textures by Tiling and Blending” by Thomas Deliot and Eric Heitz. it has two different modes for planar that uses 3 texture fetches or Triplanar with 9 texture fetches
I get this error in Unity 6 urp when i build the game, i tried to build the scene in your AmplifyShaderPack/Decal Muddy Ground
Shader error in ‘AmplifyShaderPack/Decal Muddy Ground’: invalid subscript ‘staticLightmapUV’ at Ground.shader(2251) (on vulkan)
Any ideas how i can fix this, and also where do you go to register to your forums?
Hello
I just did a test build and was not able to replicate any errors.
— Unity 6000.0.34 URP
— Amplify Shader Pack v2.3.4
Can you provide a bit more info so we can try to replicate on our side.
General contacts: info@amplify.pt
Support contacts: support@amplify.pt
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I am using unity 6000.0.32f1 and pack 2.3.3.
I am using forward+ with Gpu resident drawer, Decal, Ambient occlusion and Post process turned on.
I’ ll try to update to the latest version
I can reproduce the issue in Unity URP Android 6000.0.34f1 and Amplify Shader 1.9.8.1, however on an empty project it works fine.
I have another issue with a shader when using an instanced property connected to the vertex offset and the GPU Resident Drawer is enabled, i provided a sample project with the same settings i use in
my game.
Test.zip (3.0 MB)