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Question by AustinDrozin · Mar 03, 2019 at 07:40 PM · shadershadersshader writingshader-replacementtrails

Help with porting trail shader to Amplify Shader Editor?

Hello,

I have a shader that works as snow trails currently. It looks like this: https://i.imgur.com/WY8vQgW.png Original I started to make this shader in Amplify so I can easily add some more features to it. It looks like this currently: https://i.imgur.com/hI4IfNO.png New Here is the original code:

 Shader "Custom/SnowTrail_1"
 {
      Properties
      {
          _Color ("Main Color", Color) = (1,1,1,1)
          _MainTex ("Base (RGB)", 2D) = "white" {}
             _BumpMap ("Bumpmap", 2D) = "bump" {}
      }
 
      Category
      {
          Offset -2, -2
          ZWrite Off
              //ZTest Always
 
              SubShader
              {
                  Tags { "RenderType"="Opaque" "Queue" = "Geometry-1" }
                  LOD 200
 
                      CGPROGRAM
                      #pragma surface surf Lambert
 
                      sampler2D _MainTex;
                      sampler2D _BumpMap;
                      fixed4 _Color;
 
                      struct Input
                      {
                          float2 uv_MainTex;
                      };
 
                      void surf (Input IN, inout SurfaceOutput o)
                      {
                          fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
                          o.Albedo = c.rgb;
                              o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
                          o.Alpha = c.a;
                      }
 
                      ENDCG
            }
      }
 
      Fallback "Diffuse"
  }

I added the Offset and ZWrite options to the Amplify shader but it doesn't look the same. Is there anything I need to do in Amplify that I don't know about? I just need the trail to be renderer undearneath the board like in the first photo.

Thanks!

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