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Newbie question: fullforwardshadows

Discussion in 'Shaders' started by FogGobbler, Feb 16, 2011.

  1. FogGobbler

    FogGobbler

    Joined:
    Mar 25, 2009
    Posts:
    147
    Hi!

    I want to use antialias, so I need forward rendering, not deferred. In 3.2 we can use soft shadows with point lights in the forward render mode, but we have to change the shader

    Where exactly do I have to put this? Can I use the ready made shaders or do I have to create a new one?

    Thanks,
    Oli
     
    Last edited: Feb 16, 2011
  2. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    you have to put the pragma into every shader thats meant to support it. so yes either new shaders or overwrite the existing ones
     
  3. lasco

    lasco

    Joined:
    Nov 12, 2009
    Posts:
    101
    but how do you "put" it into shaders ?

    Most of the one I use here are not openable / editable…
    Simple "Diffuse" or "Specular" shaders for example…

    > how do you open these shaders ?
    > where / how exactly the fullforwardshadows enabling has to be ?

    Not all Unity users are kings of developpement…
     
  4. Frank Oz

    Frank Oz

    Joined:
    Oct 13, 2010
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    1,560
    No, but most manage to be polite when asking for help.


    You download the built in shaders from the website and edit those if you want to change the built in ones.
     
    slw825 likes this.
  5. lasco

    lasco

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    Nov 12, 2009
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    :-|
    well was I unpolite ? Maybe asked to directly… may be due to my "un-natural" english spoken.

    Sorry if I offended anyone, then.
    Thanx for reply I'll give a try to this shader downloading.
     
  6. psantoki

    psantoki

    Joined:
    Oct 24, 2012
    Posts:
    17
    It seems like every Unity shader is written in a totally different language.

    Anyway, here's what Unity 3.5 thinks about it:

    Shader warning in 'My shader': Unrecognized #pragma directive: fullforwardshadows
     
  7. Daniel_Brauer

    Daniel_Brauer

    Unity Technologies

    Joined:
    Aug 11, 2006
    Posts:
    3,355
    Its not a directive (pragma) on its own, but a parameter to the "surface" directive used by all surface shaders. You need to tack it on the end of the line that begins "#pragma surface ..."