Seyed Morteza Kamali
Seyed Morteza Kamali
Hi thanks for your feedback It's common problem and you can solve It easily `change uv *= octave_m;` to `uv = mul(octave_m,uv);` this is formula : `A *= B` to...
my friend coverted this shader you can use his code : https://github.com/przemyslawzaworski/Unity3D-CG-programming/blob/master/ocean.cs https://github.com/przemyslawzaworski/Unity3D-CG-programming/blob/master/ocean.shader 
thanks for your solution i couldn't fix matrix multiplication because diagnosis is difficult already i wrote Regex but somewhere I had a problem ``` a *=b; a = mul(a,b); a...
change `float k = tex2D(_ThirdTex, font_uv, -100.0).w + 1e-6;` to `float k = tex2D(_ThirdTex, font_uv).w + 1e-6;`
> Shaders will not compile - using unity 2018.3.0b10 try using web version because It's new version of shader man https://smkplus.github.io/ShaderMan.io/ which shader do you want to convert
> Hi! Thank you for answering. I am still having the same issues using https://smkplus.github.io/ShaderMan.io/ when I try and convert https://www.shadertoy.com/view/4ddXW4 ```` Shader "Hidden/Shader" { SubShader { // No culling...
``` Shader "ShaderMan/MyShader" { Properties{ } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment...
Hi, I tried to convert it but It's blue!  ```` Shader "Hidden/Test" { Properties { iChannel0 ("iChannel0", 2D) = "white" {} iChannel1 ("iChannel1", 2D) = "white" {} } SubShader...
this is a common error! yes, sometimes it's related to the location of ENDCG like this: ```` fixed4 frag (v2f i) : SV_Target { return 1; } } ENDCG ````...
``` Shader "Hidden/Hidden Image Illusion" { Properties { iChannel0 ("iChannel0", 2D) = "white" {} } SubShader { // No culling or depth Pass { CGPROGRAM #pragma vertex vert #pragma fragment...