![]() ![]() The error for the record is "undeclared identifier 'TRANSFER_SHADOW'". Now the problem with it is that I cannot seem to progress because of an issue that seems to be because of Unity's CGINC files. It's a completely custom shader with a vertex and fragment function. The shader I'm writing however is not a surface shader. The shadows are essentially stuck in place and it seems like I'm gonna have to create my own shadow caster pass because I'm receiving the following issues similar to what this person received as well when messing about with the vertices. (In addition to the shader later on I also plan on adding lightmapping support but that's beside the point here) Now adding a fallback or a UsePass from an existing built-in shader does the trick. Now for this shader, I want it to cast real-time shadows, and also receive them as well. Basically, I have a shader that has custom vertex animation on it. I'm close to completion however I've run into a problem, and it seems that there isn't much info on this on the internet so I'm forced to ask here on the forums. This is also for a VR project as well, and forward rendering is the path that I have to stick with. It's worth noting too that I am working in the standard unity pipeline and not URP, LWRP, HDRP, or any other mess of an SRP. ![]() This is meant to be a shader for a tree branch so I can get some nice wind animations. Hi Guys, I'm writing a bit of a complex shader that almost sort of matches the standard shader, but it has vertex animation. ![]()
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