Closed AlienPolygon closed 2 years ago
The amplify shader node asset is here: https://github.com/naelstrof/UnityJigglePhysics/blob/main/Assets/JigglePhysics/Shaders/JigglePhysicsSoftbody.asset
I think Unity by default hides assets that are within a Package directory. I don't think ASE cares and it should show up when you go to add a new node within their editor, though searching it within the Project tab would require you to click on "In Packages".
Thank you for the reply, Is this not compatible with the standard shader graph editor then? It seems to be the case.
Thank you for the reply, Is this not compatible with the standard shader graph editor then? It seems to be the case.
It was not, though I've just made it so it is supported.
Simply use the included JigglePhysicsSoftbodyShaderGraph.hlsl include as a node in your graph. It should work in HDRP and URP shader graphs.
Well I'd consider this issue resolved, let me know if this works for you!
I haven't had time to get it working. It looks like the shader is affecting the whole mesh rather than the areas I vertex painted. I haven't setup the jiggle bones yet, would that be the issue? I'm assuming the scripts need attached to the bone related to the jiggle areas. Is there more to it than that?
Also my shader node is a bit different. I'll screenshot it when I get a chance to work on it. Apologies for the trouble.
On Thu, Nov 11, 2021, 00:32 Dalton Nell @.***> wrote:
Well I'd consider this issue resolved, let me know if this works for you!
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I haven't had time to get it working. It looks like the shader is affecting the whole mesh rather than the areas I vertex painted. I haven't setup the jiggle bones yet, would that be the issue? I'm assuming the scripts need attached to the bone related to the jiggle areas. Is there more to it than that? Also my shader node is a bit different. I'll screenshot it when I get a chance to work on it. Apologies for the trouble. … On Thu, Nov 11, 2021, 00:32 Dalton Nell @.***> wrote: Well I'd consider this issue resolved, let me know if this works for you! — You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub <#5 (comment)>, or unsubscribe https://github.com/notifications/unsubscribe-auth/AJTCVY5KPVBSTOTY7TX6Z4DULNPQ3ANCNFSM5HVLLQSA . Triage notifications on the go with GitHub Mobile for iOS https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675 or Android https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub.
Make sure to set the alpha of the color mask to 0, it counts as a mask input.
It looks as though Blender 2.93.5 does not support adding alpha channels to vertex colors. I'll look into this further.
For any blender users with the same issue, you can use a paint mode 'add/erase alpha' (from the above screenshot the 'mix' dropdown), though green doesn't work for some reason, I mixed Red 1 + Blue 1 to replace green... https://blenderartists.org/t/how-do-you-use-the-alpha-channel-of-vertex-colors/1166252/2
My shader seems to be affecting the whole mesh still. I've set the jiggle verts to alpha zero (transparent) with the related color. I have also set the entire mesh's vertex transparency to zero, just to rule that out. I think the issue is with my shader setup.
My shader graph for reference, I was not able to find the vertex and fragment nodes shown in yours.
My position node was set to world instead of object.
Thank you for all of your help @naelstrof, I really appreciate it
Yeah! Glad it works, and for future reference, I just meant you should generally set the alpha to 0 in the color masks on the monobehaviour:
I would also recommend using Vertex Color Master, it supports alpha channels as well as it's capable of transferring vertex groups to color channels-- which prevents edges from splitting.
Hello, I've tried installing this with package manager, and downloading/extracting the project, but am not able to add the included amplify shader node. I also do not see it when searching the project.