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Messages - ltethe

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bac9, you inspired me to do some heavier digging, I found this out of the box solution. http://www.ana-todor.ro/blur-shader-for-unity3d/08/01/2013/

It's not perfect, but it's damn close, and super easy, and free, and relatively light on the processor. Give it a whirl.

Thankyou for your problem, for in expressing yours, you have inspired my solution, hope it works for you as well.

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That example works fine for me bac9. For me it was a simple matter of setting my quality settings high enough to view the refraction. I am however on 4.3 still, so you might be onto something.

I'm chasing the same problem you are as far as blurred panels go, I went and created a frosted texture by using a refractive map to distort the background, but it's a poor substitution for what I actually want, so the suggestions by others in this thread are well appreciated.

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NGUI 3 Support / Re: shader forge?
« on: June 06, 2014, 02:11:46 PM »
Ah, yes, that makes that error go away.

I went back to basics, tried to put a simple diffuse shader (no texture maps, nothing but a color node plugged into diffuse) from shader forge as the material for the shaderAtlas. No go at build.

I've been hacking at the code trying to strip the shader forge code down to see what makes it unhappy, no luck so far, quite a bit more sophisticated shader declaration to create a simple diffuse then what I'm used to.


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NGUI 3 Support / Re: shader forge?
« on: June 05, 2014, 12:48:35 PM »
Thanks for the lead, but the code snippet doesn't change anything.

Really puzzling. The same atlas works perfectly fine if applied to a NGUI texture, but not so much if applied to a NGUI sprite.

I don't know if this is related, but the console spits out the following error:

"Shader wants normals, but the mesh frostyAtlasMat doesn't have them."

frostyAtlasMat is a material though. Where does a mesh come into this?

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NGUI 3 Support / Re: shader forge?
« on: June 04, 2014, 02:03:29 PM »
The shaders work great. I use quite a few shader forge shaders in the scene. Even my custom atlas works fine on a cube placed in the scene. I dumped my custom atlas material into the resources directory as per your suggestion, but to no avail.

Everything works well until I do a build, then the custom atlas on the NGUI sprite disappears. The same custom atlas material placed on the cube remains.

Shader forge code is pretty standard stuff except with a wrapper so the Shader forge gui can interface with it appropriately.

Your hunch with the resource directory sounds quite reasonable to me, but no luck so far.

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NGUI 3 Support / Re: shader forge?
« on: June 03, 2014, 11:15:15 AM »
Can't you define a custom shader in the material slot of the Atlas? I slotted it in, and it appears to work great in the game view, but disappears completely when I did a build. Are custom shaders just a bad idea for atlases?


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NGUI 3 Support / shader forge?
« on: June 02, 2014, 07:04:25 PM »
Has anyone successfully utilized shader forge and ngui together? They appeared to work together in the game view, but ngui won't pick up the shader forge shaders when I do a build, was wondering what other's mileage has been.

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