What the sprite shader from unity does support, but ours doesn’t so far is instancing, pixel snapping and a external alpha channel, but that’s either too complex for now or edge cases most people don’t use so I decided to not implement them here. Note that there are no custom languages, magic or ninjas involved in Surface Shaders it just generates all the repetitive code that would have to be written by hand. We also take a look at a built-in (sort of) vertex painter tool to use with our brand new shader. However, you can enhance the visuals in your projects by writing custom Shaders.
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