I have a rigged and animated stride editor prefab, and want to implement a custom toon shader. not the one from stride itself. I followed the tutorial on the stride wiki and set a custom shader for my diffuse map (returns color green). this works when I build it in stride studio.
when importing the prefab to gamma, the shader does not compile, the model keeps flashing red.
but animations work. any ideas? my goal is a rigged and animated model with custom shading and control from gamma. is this possible atm?
Never tried this, but maybe it works if the shader is in the shaders folder next to the .vl doc? It looks like it just isn’t found… Or try building the Stride project and then restart vvvv.
If that doesn’t work, you can write a ShaderFX node and patch the material in vvvv, and just load the model from the Stride prefab. A prefab is an object structure, you can modify everything after it is loaded, in your case the material, for example.
yes, copying the file into the \shaders folder makes it work!
I had a look at the different asset nodes for the stride api. for loading models, there is a “setmaterial” node, but when dealing with a prefab, how do I access the model inside the entity?
regarding shaderfx, the helppatch for a custom node looks like it offers the same level of control as stride studio. it still works inside the pbr pipeline
and shaderfx drawfxgraph needs a mesh renderer. do I have to switch out the pbr material for another material type? or do I stay in pbr, patch ma lighting into the diffuse map and set ambient to 1? please advice :)