Is there any chance you can make an iteration of the transparent versions which are cutout alpha rather than blend alpha? I've been fiddling around with this and I can't for the life of me figure out how to alter the code in a way that will allow for cutout transparency.
Yep, all you have to do is select Window > Package Manager, wait a few seconds for all the packages to load and then select the Post Processing package and install it and that should sort everything out.
Ok, so I looked into it and I unfortunately don't think I can do much about it - my vertex shader uses the 'LightMode = Vertex' tag which means that the lighting calculations only take into account the nearest 4 point lights and a directional light. All spotlights are treated as point lights which is why the light radius in the upper image is way bigger.
I can't use the lighting of the legacy vertex shader because its a fixed function shader which has basically no flexibility and means that I can't properly implement the additional retro properties.
Sorry I can't help with this problem - if you're trying to simulate a flashlight, maybe you could approximate the old Source Engine method by attaching a point light to the camera, raycasting from the center of the screen to find the distance to whatever surface the player is looking at, then adjusting the distance of the point light so it's just in front of that surface?
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Remember me to share here the project I ended up using this. Great work.
Awesome work! Ended up using it in my project: https://jekdersnek.itch.io/captain-commanders-conquest
Make it for Godot
Is this works on blender?
Hi there! I was wondering - do you have any plans to port it to Shadergraph, so that it can be also URP/HDRP compatible?
I'd be suppa-ok with a paid version (even on the UAStore if not here)
I used your
GREAT !!! Shader Pack
for my short 3D Adventure game called Pura Hana. You can play it here: https://epanne.itch.io/purahana
It is my first bigger 3D Projekt and it would not be possible for me to make it without you
I really appreciate you making this available! - BIG BIG THANGS
Eric
heeey thanks I think it will come in handy :)
looks. cool :)
imma try that out sometime
Dude this was a lifesaver, this was the best out of all the choices and I am very happy with it.
How do you use this?
Hello, does this shader supports urp/hdrp?
No it doesn't
Hey, amazing stuff!
Is there any chance you can make an iteration of the transparent versions which are cutout alpha rather than blend alpha? I've been fiddling around with this and I can't for the life of me figure out how to alter the code in a way that will allow for cutout transparency.
Thanks so much!
When I import this I have 20 asset errors it still works but I cant go into play mode. Is there anyway I can fix this?
Yep, all you have to do is select Window > Package Manager, wait a few seconds for all the packages to load and then select the Post Processing package and install it and that should sort everything out.
thanks!
I have the same issue, but I'm not seeing the Post Processing package at all. Is there something I'm missing?
check unity registry i think
This is super helpful and cool! Thanks for making this!
No worries, glad it's come in handy!
Outstanding work! Using this in my Jam submission https://zellator.itch.io/sortium
aw come on.why is it private?
This is very cool. I like the options. Specially the draw distance and emission.
Though the vertex lit shader isn't working like I expected it to. Yours is the top, and the bottom is the legacy vertex lit shader.
Was the difference intentional?
Yup, this is a bug - just did some testing myself and spotlights are lighting up the entire face when my vertex shader is being used.
Thanks for pointing it out, I'll try to get it sorted as soon as I can + let you know when it's fixed.
Ok, so I looked into it and I unfortunately don't think I can do much about it - my vertex shader uses the 'LightMode = Vertex' tag which means that the lighting calculations only take into account the nearest 4 point lights and a directional light. All spotlights are treated as point lights which is why the light radius in the upper image is way bigger.
I can't use the lighting of the legacy vertex shader because its a fixed function shader which has basically no flexibility and means that I can't properly implement the additional retro properties.
Sorry I can't help with this problem - if you're trying to simulate a flashlight, maybe you could approximate the old Source Engine method by attaching a point light to the camera, raycasting from the center of the screen to find the distance to whatever surface the player is looking at, then adjusting the distance of the point light so it's just in front of that surface?
Shader code is a mystic magic I may never grasp fully.
Thank you for looking into it so swiftly.
Haha I don't think I ever will either!
Thanks for the feedback :)
Wow! This looks amazing! Can't wait to try it out!
Thanks!