Been working with your shader extensions for the last week.However been having bit of a problem using your shaders on an enemy that got movement. Since they will be turning left and right. It seems like it doesn’t support lighting on the sprites backside like normal sprite diffuse material does.
This show an enemy with your shaders that will “support lighting”
If HDR doesn’t work, it’s maybe because “use HDR” is not activate on the Edit > Project Settings > Graphics menu.
After I use some effects, my sprite’s edge got clip out, why ?
The edge is made by Unity, by default SpriteRenderer create a shape around your sprite, to avoid that, you can change the drawing mode from the sprite renderer to “Sliced”
I can’t set Main Texture, I have to use its default texture. Why ?
MainTexture use a preview sprite because the editor doesn’t know what sprite the SpriteRenderer will use. (There is no link between a SpriteRenderer and Shadero Sprite). You can, if you want, use New Texture instead of MainTexture to have your preview and switch with a MainTexture when your shader is ready.
If you have any feedback, questions or recommandations, please ask first here of to support@vetasoft.com, bad review makes us sad because we really want to fix any kind of issue and make Shadero Sprite one of the best tools available on the Asset Store.
Hey. I’ve been playing around with Shadero the past few days but hit an issue I can’t seem to work through - if a Sprite isn’t apart of a spritesheet, things like OutlineFX work just fine and as you’d expect. However, if the sprite is in a spritesheet, most of the shadero functionality seems to be treating the UVs as coming directly from the source texture and not the individual sprite within the sheet.
Is this just not supported right now? It’s pretty limiting for Anima2d users, then.