Custom LightModel from .cginc file

Node-based Shader Editor

Custom LightModel from .cginc file

Postby sunrice » Mon Dec 25, 2017 7:38 am

Hello.

I need custom lighting model.
and, I want to write in .cginc file.

I use changed code as attached.
If you could provide this features, I will be happy.


Attached:
StandardSurface.cs and sample files.
(It is base on v1.4.2.001)
https://drive.google.com/open?id=1wB77NXDiVTCPtsI10_cS_nAE9MvgZKYk
sunrice
 
Posts: 14
Joined: Fri Nov 24, 2017 10:27 am

Re: Custom LightModel from .cginc file

Postby Amplify_Borba » Tue Dec 26, 2017 8:06 pm

sunrice wrote:Hello.

I need custom lighting model.
and, I want to write in .cginc file.

I use changed code as attached.
If you could provide this features, I will be happy.


Attached:
StandardSurface.cs and sample files.
(It is base on v1.4.2.001)
https://drive.google.com/open?id=1wB77NXDiVTCPtsI10_cS_nAE9MvgZKYk


Thank you for getting in touch sunrice!

Our developers are currently taking some time off for the holidays, but rest assured that we'll get back to you as soon as possible on this matter.

Apologies for any inconvenience caused.
Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
User avatar
Amplify_Borba
 
Posts: 1239
Joined: Mon Jul 24, 2017 9:50 am

Re: Custom LightModel from .cginc file

Postby Amplify_RnD_Rick » Fri Jan 05, 2018 3:35 pm

Hi sunrice,

We apologize on the delay over our response! Thank you so much for your patience!

Being able to write on .cginc is quite the interesting idea and we might be able to extend our templates system to incorporate that.

Regarding the custom lighting model, we've analysed the sample you sent and everything seems to be working correctly and using the functions declared over the UnityStandardCustom.cginc ( which is also a really cool idea ). Is it possible for you to give additional information on what you require, or what feature/functionality is missing from our end?
Amplify_RnD_Rick
 
Posts: 40
Joined: Wed Mar 01, 2017 6:33 pm

Re: Custom LightModel from .cginc file

Postby sunrice » Mon Jan 08, 2018 9:12 am

Thank you for your reply ;)

No more need.
I develop new asset that is Unity Standard shader property debugger.
If you support custom .cginc file, It is compatible with ASE.

I will be make another feature, we see again in the forum.
sunrice
 
Posts: 14
Joined: Fri Nov 24, 2017 10:27 am


Return to Amplify Shader Editor

Who is online

Users browsing this forum: No registered users and 0 guests