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0
Under review

Shader doesn't work on some android devices.

q-sun 4 years ago updated by jackielo 4 years ago 1

Hey, I found out that this shader doesn't work properly on some android devices. 

It seems just black.

I reduced shader's images to one texture, then it works.

But as you know, if I can use just a texture, this shader is not useful.

Let me know how to solve it. please.

0

update

Dmytro Vasyliev 4 years ago 0

New update - for free or for money?

0
Answered

How to make emission shader?

KDJ 4 years ago updated by jackielo 4 years ago 4

Hello.

I want to make like emission of Unity standard shader.

Emission of Standard shader is able to bright even no lights.

Can I make such a 2D sprite shader?

I tried color node(Op addInner) with enable sprite lighting.

But It couldn't bright in dark.

I would appreciate it if you could tell me about that.

Thanks.

Image 95


Answer
jackielo 4 years ago

Emission under SpriteLighting has been added in up-coming ShaderWeaver 1.7.0

Hope you like it.

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Answered

How to use effects outside unity?

Khela Kore 4 years ago updated 4 years ago 2

Hi,

I was wondering if we could use the added effects and export those to use in other game engines like Godot and such? A feature like that would be really amazing. Thanks!

Answer
jackielo 4 years ago

Shader Weaver is designed for working in Unity.

Any usage beyond that is not officially support.

However, if you can find a way to do it for a common Unity shader.

You might find a way for SW effect, since SW shaders all follow Unity shader syntax.

Good Luck!

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Answered

Are shaders coded in Unity's ShaderLab Syntax?

linkerlinkeador 4 years ago updated by jackielo 4 years ago 1

I want to buy this asset, but I would like to know if the shaders created by ShaderWeaver are written in Unity's ShaderLab Syntax. If not, can they be exported to that syntax?

I made a search here about ShaderLab, but I didn't find anything, sorry ^^U


Thanks in advance! :)

Answer
jackielo 4 years ago

Yes, most of the cases, SW shaders are standard vertex&fragment shader in ShaderLab Syntax.

But if the lighting is on,then the shader is a Surface shader.

0
Answered

Changing position and scalse dynamicaly

jsaracev 4 years ago updated by Mark Gemmell 4 years ago 4

How would you change image  position dynamicaly in  ping pong loop, or zooming in or out by scaling image.

Answer
jackielo 4 years ago

Use some simple math functions in the Custom Field.

Ping pong can be done as below

0
Answered

Does it does support LWRP?

Luiz Ventura 5 years ago updated by jackielo 5 years ago 1

Hello,

I'm using the new Unity 2D lights (it uses LWRP), can I use it together without any problem?

Thank you.

Answer
jackielo 5 years ago

I am sorry, Shader Weaver does not sopport LWRP officially. 

However, I think if you just use SW without Lighting or Reflect/Refract nodes. It might work.

0
Answered

What does "radial" actually do?

Mark Gemmell 5 years ago updated by jackielo 5 years ago 1

When adding an image node, and clicking Edit, then Radial, there are settings to change.

The resulting 'radial' image always seems very complicated with lots of tiny details.  I am curious - what does "Radial" actually do?  It doesn't seem intuitive and I can't visualize it my head.  

What are the practical uses for it?

Answer
jackielo 5 years ago

Please check 'Tutorial2 - Color Node' inside the package and try the '_p' param starting from 1.

Set the min/max and drag the bar,  it might provide some visual idea.


Inflating at a low value.

Streching radially at a high value.

0
Under review

Remap line mode seems skewed

Mark Gemmell 5 years ago updated by jackielo 5 years ago 1

When I use the remap node, on "Line" mode, the result seems to stretch the remapped image more on the left and less on the right.  The horizontal co-ordinates to not seem evenly distributed.

Image 53

My Setup

Image 54

The result I'd expect to see is more like this (not exactly like this, but even stretching along the imposed image):


Image 57


Is this a bug?

0
Answered

black edges showing up after lighting standard shader. any ideas why? :/

Fab 5 years ago updated by jackielo 5 years ago 5

Image 52

i only changed shader type to sprite and sprite light to diffuse than those edges showed up. im pretty sure this is not a shaderweave problem though ^^ must have something to do with anything on my side. but when i choose different sprites or start a new program they appear too. thankful for any help ! :)

Answer
jackielo 5 years ago

SW contains 4 blend mode

Off: Blend Off

Blend : Blend SrcAlpha OneMinusSrcAlpha

Add:Blend SrcAlpha One

Mul:Blend zero SrcColor

For the rest you need to do them in shader code.

Sorry for the inconvenience.