08-05-2024, 08:01 AM
(This post was last modified: 08-05-2024, 08:11 AM by josemendez.)
(07-05-2024, 03:40 PM)spikebor Wrote: Wishlist for Foam shader graph and custom node next.
Unfortunately, the foam shader can't be done with ShaderGraph (I wish it could!) because ShaderGraph does not currently support channel masking: rendering only to a specific channel on a render target, like you can with shader lab's ColorMask instruction. This is required to blend foam with transparent fluids as we must only modify the fluid's alpha channel, leaving RGB color intact.
It also does not support blend modes, outputting fragment depth, indirect instancing, and lots other stuff that would allow us to use ShaderGraph for pretty much every shader in Obi. What's baffling to me is that most of these are trivial to support and they're very commonly used, so not sure why Unity hasn't added them yet.
So for the time being, some shaders must be handwritten since making them with SG is impossible .