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Messages - gearworks

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1
Support / Re: Asset server
« on: March 13, 2013, 09:43:05 am »
Is this still the recommended approach; deleting the tk2d object before updating?

2
Support / Re: Shader Alpha Change
« on: April 20, 2012, 08:06:03 am »
Thanks a lot for you answer.

I'll see if it is feasible to mod the cutscene editor.

I am not sure I completely follow this however:
Quote
...you will need a unique material for each sprite (you'd need a unique material on any objects you animate this way too).
...because my knowledge of shaders and materials is so basic. I will need to change the materials on all the things I need alpha change on off course. With a lot extra complexity and worse performance as a sideeffect? If yes that should be enough to deter me :)

Can you recommend some place to go to pick up on shaders/materials that is better than unity's own guide?


3
Support / Shader Alpha Change
« on: April 19, 2012, 05:00:11 am »
I am using aperture cutscene editor with your cool tool to make cartoon-like animations.
It is working smoothly but I have found that I can not modify alpha (via the cutsceneeditor) on the custom shaders that come with the 2dtoolkit :/

If I change the shader to some build-in unity shader fx. transparent diffuse it works but I get a "Shader wants normals, but the mesh doesn't have them" warning. I am not terribly strong in materials, shaders and rendering but I realize this is because 2d doesn't need normals the same way 3d does to render highlights etc. and that the mesh and shader is less complex(?).

It seems like the cutscene editor is working how it should and that I need to give it a shader/material it can communicate with.
Can you advice on a good approach on how to do that?

tnx



This is the function cutscene editor uses to set the alpha:

Code: [Select]
function SetChannelA(value:float) {
SetupMaterial();
if (!material) return;
if (!material.HasProperty(propertyName)) return;
var c:Color = material.GetColor(propertyName);
c.a = value;
material.SetColor(propertyName,c);
}

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