Hi,
is it possible to use the shadercode generated by [Shaderforge][1] in PlayCanvas? [1]: Shader Forge
Surely it would need some adjustments to the code but it shouldn´t be too much, right?
Regards,
Carsten
Hi,
is it possible to use the shadercode generated by [Shaderforge][1] in PlayCanvas? [1]: Shader Forge
Surely it would need some adjustments to the code but it shouldn´t be too much, right?
Regards,
Carsten
Does shaderforge output GLSL code?
I´m not an expert on Shaders at all so here´s an example code coming out from Shaderforge:
Shader "Carsten/PureColor+Alpha" {
Properties {
_ColorA ("Color(A)", Color) = (0.5,0.5,0.5,1)
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "ForwardBase"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma exclude_renderers xbox360 ps3 flash d3d11_9x
#pragma target 3.0
uniform float4 _ColorA;
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexOutput {
float4 pos : SV_POSITION;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
fixed4 frag(VertexOutput i) : COLOR {
////// Lighting:
////// Emissive:
float3 emissive = _ColorA.rgb;
float3 finalColor = emissive;
/// Final Color:
return fixed4(finalColor,_ColorA.a);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
And here´s a screenshot from the settings panel:
That looks like Unity’s proprietary shader language. If you can generate the GLSL, you can upload them as shader assets and use them in a material. But i’m not sure how you do that from Unity.
Ok, thanks very much