- See the section on Objects for information on shading an Object using the AssetShader (essentially, you want to set an Object's shader_id to the AssetShader's id). Attributes: id - The unique identifier assigned to this asset. src - (default "") The location of a GLSL fragment shader (plaintext file with GLSL code).
- EDIT: I'll share how I converted the shader script into shader graph since it's pretty handy and easy to use. In the shader script I found the line responsible for assigning a texture to the mesh (or UV). // rendertexture UV float2 uv = i.worldPos.xz - _Position.xz; uv = uv/(_OrthographicCamSize *2);
- Define optimized shaders for PSOs instead of using combinations of generic shaders mixed with specialized shaders. Avoid defining depth plus stencil format if stencil will not be used. Use depth-only formats such as D32.
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