Can anyone help with this? I am creating a water shader using Unity’s water shader tutorial but the result is not reflecting in needle engine
by user 384185988336844802
Can anyone help with this? I am creating a water shader using Unity’s water shader tutorial but the result is not reflecting in needle engine
by user 384185988336844802
Hello, did you mark your shader with the ExportShader
Asset label? That’s currently required for exporting custom shaders. Also note that we dont support custom lit shaders yet - so every shader that uses unity lights basically
You can still try exporting it - but there’s no guarantee right now that it will look correct in the browser
That being said: we might get support for it relatively soon
Or at least basic support
yea, i did add exportshader label
by user 384185988336844802
Can you change the diffuse color of your shader in unity and verify you see the color change in the web?
Hi, I made a little shader via shadergraph and I’m trying to use the second set of uvs, mimicking a lightmap so I can have a “lightmapped” prefab, is there any reason why this does not work?
by user 262331051802755072
it’s unlit and tagged as export shader
by user 262331051802755072
Hey, what does it show in engine? Or do you get any errors in the browser console / logs in the editor that might be related?
Regarding lightmapped prefab: is exporting a scene with lightmaps maybe a solution? (You can reference a scene and load it the same way as with a prefab but the scene can contain lightmaps already)
Here is a simple component that loads an array of scenes Script Examples | Needle Engine Documentation
on unity editor it looks as it should, on browser it’s just unlit with the main texture, second texture doesn’t do anything
by user 262331051802755072
no logs on browser at all
by user 262331051802755072
Ok, thanks. Have you considered this? Is there a specific reason to use another (custom) approach?
I’m looking into both solutions, but I’m baffled about this one not working… maybe tomorrow with a fresh set of eyes…
by user 262331051802755072
well the reason is this makes sense for prefabs/models to be used in procedural content, as regular lightmapping would not be possible… do you think you could get your eyes on a repo with the shader and model?
by user 262331051802755072
Yes I can take a look, could you send me a simple repo (or a small test scene zipped using the Needle Engine/BugReport/Zip Scene
menu item) ?
hey so the uv2 variable is not correctly exported / translated to threejs on export. I’ll see if that’s an easy fix