Gabriev

  • Sep 21, 2018
  • Joined Jul 1, 2015
  • @AlaNintendo Ok I found the problem with Ambient Occulsion, it was caused by how Unity writes a special Depth+Normals texture, for that it needs the RenderType tag to be correct and I was setting it to "AlphaTest" when Unity needed "TransparentCutout" (even though you need to use AlphaTest for the Queue tag grr stupid Unity!).

    Anyways it should work now but you might have to change something in the material property for it to update your material with the correct tag (just uncheck and then check the write to depth flag or something).

    @Gabriev Nice! I've put your emission power in the latest shaders 🙂

  • @Gabriev Woah that emission does look cool! It is pretty awesome for doing nice sci-fi lights or glowing runes etc!

    I fixed a couple more bugs in the shaders - overlay color now works properly. It's super usefull for flashing sprites to a solid color when hit or for spell effects etc etc (as opposed to tint which is just multiplied with the texture color).

    @RtFishers Haha I'll try not to!