- Unreal Engine
Tiddan wrote:Hi. Attached is a screenshot of WIP shader for hologram models.
Sometimes I see hologram shaders that are semi-transparent but you cannot see the complexity on the other side of the model even though their faces are front-facing.
This guy (https://forum.unity.com/threads/transpa ... ts.149511/) has solved the same problem in ShaderLab code but how can I achieve this same effect using ASE?
Sorry for probably a pretty basic question.
Thanks Ricardo for your response.
So are there any plans to support multiple passes in ASE in the future? It seems like all similar editors have this limitation. I must admit I hate these kind of workarounds where you have to remember to edit the autogenerated code - but in this case I would miss the benefits from ASE too much to stop using it
Hope you work out a solution for this in the future.
Tiddan wrote:Hi again Ricardo.
Is there any development on this issue resolved in newest version? It would be awesome to avoid altering the produced script all the time. If making this effect is possible without using multiple passes it would be even better!
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