<Bug> Template: Blend Mode parsing

Node-based Shader Editor

<Bug> Template: Blend Mode parsing

Postby sunrice » Thu May 03, 2018 8:06 am

Hello. I am happy to see you again....

ASE support blend mode in template. it's so smart function.
but, I make template shader seems like unity standard.

Template:
Code: Select all
Pass{
   /*ase_main_pass*/
   Name "FORWARD"
   Tags { "LightMode"="ForwardBase" }
   Blend[_SrcBlend][_DstBlend]
   ZWrite[_ZWrite]
   Cull[_Cull]


But, Output is..
Code: Select all
Pass{
   Name "FORWARD"
   Tags { "LightMode"="ForwardBase" }
   Blend Off
   ZWrite[_ZWrite]
   Cull[_Cull]


I wanna control blend mode in Inspector.
but, ASE blow it.

If you fix it, I will be happy.
sunrice
 
Posts: 14
Joined: Fri Nov 24, 2017 10:27 am

Re: <Bug> Template: Blend Mode parsing

Postby Amplify_Borba » Thu May 03, 2018 10:11 am

Hello, thank you for taking the time to report this issue!

Can you please send us a sample of your template so that we may debug it on our side?

Thanks!
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Re: <Bug> Template: Blend Mode parsing

Postby sunrice » Fri May 04, 2018 2:29 am

I make test code on your default template based.

I add to properties '_SrcBlend', '_DstBlend', and change blend mode. other code is same.
Code: Select all
Shader /*ase_name*/ "ASETemplateShaders/Particles Alpha Blended" /*end*/
{
   Properties
   {
      _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
      _MainTex ("Particle Texture", 2D) = "white" {}
      _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
      /*ase_props*/
      [HideInInspector] _SrcBlend("NOT USED", Float) = 1.0
      [HideInInspector] _DstBlend("NOT USED", Float) = 0.0
   }

   Category
   {
      SubShader
      {
         Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
            Blend [_SrcBlend] [_DstBlend]
         ColorMask RGB
         Cull Off
         Lighting Off
         ZWrite Off
         /*ase_pass*/
         Pass {


It's output
Code: Select all
Shader "ASETemplateShaders/Particles Alpha Blended"
{
   Properties
   {
      _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
      _MainTex ("Particle Texture", 2D) = "white" {}
      _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
      
      [HideInInspector] _SrcBlend("NOT USED", Float) = 1.0
      [HideInInspector] _DstBlend("NOT USED", Float) = 0.0
   }

   Category
   {
      SubShader
      {
         Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
            Blend Off
         ColorMask RGB
         Cull Off
         Lighting Off
         ZWrite Off
         
         Pass {
sunrice
 
Posts: 14
Joined: Fri Nov 24, 2017 10:27 am

Re: <Bug> Template: Blend Mode parsing

Postby Amplify_Borba » Fri May 04, 2018 1:46 pm

Thank you for providing additional details!

I've just confirmed that it's currently not possible to associate properties to the blend mode in our templates.
This is something that is currently being worked on and should be available in a future update.

I'll be sure to get back in touch as soon as we've implemented this, thank you for understanding!
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Re: <Bug> Template: Blend Mode parsing

Postby Amplify_Borba » Wed May 09, 2018 6:38 pm

Hello! We've just released a new build, ASE v1.5.3.004, which is available for download through our website.

Full release notes are as follows:

Lightweight PBR shaders can now receive real time shadows, and New nodes:
* Transform Position
* Transform Direction

Improvements:
* Added inline property support over templates modules
* Also added inline property support over Depth Offset values in both template and standard surface
* Minor tweak over 'Clamp' node
* Internal max value defaulted to 1
* Adding additional modules into Lightweight templates
* Enabling ZTest over Particles Alpha Blended template

Fixes:
* Fixed issue on Lightweight PBR template over tangents on objects with non-uniform scales
* Fixed issue on Lightweight PBR not receiving real time shadows
* Fixed issue on Lightweight Unlit template available interpolators
* Fixed issue on Lightweight Unlit template not showing correctly on dropdown menu
* Fixed issue on tab titles not being correctly written on shader mode over templates
* Fixed issue on property names incorrectly appearing over inline properties
* Fixed issue with copy/pasting 'Append' nodes
* Fixed issue on 'Global Array' node loading from older shaders

All feedback is welcome, thanks!
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