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- Import the T4m package and accept the automatic script updating. - Find "T4M 4 Textures.shader" (T4M/Shaders/ShaderModel2/Diffuse) - Edit shader above adding at the end of line 17 "nolightmap" ( #pragma surface surf Lambert nolightmap)...save.
- Edit T4MSC.cs and replace line 309 with : " static public PaintHandle PaintPrev = PaintHandle.Follow_Normal_Circle; ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This fixes the error in the T4M World Projection Shader.shader
After this line:
Code (CSharp):
- [size=1em]void vert (inout appdata_full v, out Input o) {
Insert this extra line:
Code (CSharp):
- [size=1em] UNITY_INITIALIZE_OUTPUT(Input,o);
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- To best edit the brush preview shader and remove the two console warnings you can :
- create the two shaders locally (es PlantPreview and BrushPreview) instead by code (currently) : line 240 (T4MExtendsSC.cs) and line about 1400 (T4MSC.cs).
es replace the line :
Material NewPmat = new material ("shader....
with
Code (CSharp):
- [size=1em]Shader myShader = Shader.Find("Hidden/PlantPreview ");
- [size=1em]Material NewPMat = new Material (myShader);
in T4MExtendsSC.cs
and with
Code (CSharp):
- [size=1em]Shader myShader = Shader.Find("Hidden/BrushPreview");
- [size=1em]Material NewPMat = new Material (myShader);
in T4MSC.cs
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