-
-
Notifications
You must be signed in to change notification settings - Fork 41
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Sample Project? #5
Comments
Same here. Cant get this to work |
Can't get this to work either... using URP and kshading. |
I got it working. What i was missing was a CameraShade script on my camera, plus assigning it an object to shade and the material associated with it. |
@Tokars didn't work too, looks like isn't compatible with newer URP version or deferred, the plane is invisible, it appears when set to transparent (yes it's a opaque layer), and then it appears without any reflection. There is no "mirror" reflection option. |
Tokars sample works for me (which I am very happy and thankful about) with URP11 and Unity 2021.1.28. |
I managed to make it work by creating a shader in the shader graph following the documentation (which is very easy), I just tested "local". I also got the error "You can't nest Foldout Headers, end it with EndHeaderFoldoutGroup." on inspector, but it's solved by simply removing the editor script (I didn't look into what exactly causes this, but the editor script doesn't do anything important, just inspector visual, so it's ok). |
Now I'm upd: project to |
@Tokars Just wanted to add I can reproduce JuniorDjjr's issue, the renderers property which is used when the output dropdown is set to local does not work with the FoldoutHeaderGroup. That sounds suspiciously like a Unity bug though. A simple solution would be to replace FoldoutHeaderGroup with a regular Foldout (literally search and replace these) or as he said omit them altogether. |
Hi Tokars! Not sure if it's mentioned somewhere, but in my case I had the "default" kMirror and kShaders lines in the Manifest file and I could not make it work. I noticed that in your project (where everything was fine) those dependencies where different and the moment I changed them, it worked! I guess there was some issue with the kShaders. |
I'm being especially dumb today but I can't get this to work. The Wiki implies I just need to add it to a scene but I can't see anything in the scene or game view other than a transform gizmo. Am I supposed to do something with kShading as well? The
Any chance you could include a demo scene? It's nice to start from a working example.
The text was updated successfully, but these errors were encountered: