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The shadow you shouldnt be here
The shadow you shouldnt be here





the shadow you shouldnt be here

The fighting style and school of magic for the shadow are random.Ģ.) Defeat your shadow again, this time however there will be two shadows in the fight.ġ.) Kill monsters that are no more than 1 level below yours until you get attacked by a Hidden Shadow.Ģ.) Kill monsters that are no more than 1 level below yours until an Invincible Shadow attacks you. If the shadow is level 11+, it will use a great elixir of giant, a great elixir of spirit and a great elixir of atshi. If the shadow is level 7-10, it will use a great elixir of giant at the start of the fight and can use the level 3 superblows Thirt for Blood.

the shadow you shouldnt be here the shadow you shouldnt be here

The strength of the shadow depends on the level. (No level restrictions apply to this quest)Ģ.) Kill any superbeing while the Shadow takes part in the fight, however no other players should take be in the fight.ġ.) Defeat your shadow in a training battle. You can summon your mount or summons to assist the Shadow in the fight.ġ.) Kill any superbeing while the Shadow takes part in the fight. While doing this you should inflict less than 150 damage yourself. If you do manage to fulfill both of his requests, you'll be able to choose between 80 Twilight Crystals or 5 Twilight Coins.ġ.) Defeat 5 Monsters whose level is no more than 1 below yours, while the Shadow takes part in the fight.2.) Let the Shadow defeat a monster whose level is no more than 1 below yours. You get the choice of either 50 Twilight Crystals or 3 Twilight Coins if you decide to stop after the first bit. Note that if you agree to try the second part but are not able to complete you will not even get the reward for the task you had completed to get there. After completing or cancelling a quest the next one will be available after midnight in-game time.Įach quest consists of two parts, after completing the first part you are able to either stop the quest and take a part of the reward, or keep going for the second and more difficult part. If you are unable to complete it you can simply talk to it and tell it you are not able to finish the quest. It is just nowhere near ready to use in production besides the simplest of projects perhaps.The Shadow offers one quest a day when talking to him from the backpack. On top of that it changes every minute completly, so even if spend months and make something in one version, the next day maybe broken and have to start all over with totally new things and handling. The pipelines scheme is just extremely confusing and hard to keep up with and should be labeled as extremely experimental and as an extreme risk to use in a project by Unity, to showcase their exact nature and prevent users from putting their hard work to such a huge risk.Īlso is now obvious why point light shadows take forever to create, the URP is just extremely complex and not user friendly for any advanced production and shader programming. Please consider to remove the pipelines from users production lines as nothing works between versions, is strange to send for production a pipeline that is not even in pre-pre-pre-beta stage.Īlso there is zero consideration of users that stated projects in other than latest Unity, right now is impossible to know what Unity and URP to use, and noone knows if anything will be working in just next version of Unity or URP, it is an impossible situation. This all is EXTREMELY confusing, i just cant get my shadows right in a custom shader, is near impossible to spend months to do a simple thing like that because URP is changing 1000% every second and nothing is obvious or documented. This should the correct fix, as written by to expand.I have a _MAIN_LIGHT_SHADOWS in my defines, has this changed ? This should the correct fix, as written by actual c ode I use in the VS is this: InputData.shadowCoord = float4(0, 0, 0, 0) InputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS) #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) InputData.shadowCoord = input.shadowCoord

#THE SHADOW YOU SHOULDNT BE HERE CODE#

"But yes, the problem is that we removed screen space shadows so the shadow coords have to be computed a little bit differently and we also have better defines that needed to be changed."īut I did't investigate further because I have no knowledge of shadowing algorithms so I wouldn't understand anyway.Įdit: Oh Sorry you are right, I haven't noticed that in the fragment this code changed too: When I asked if it's ok if it's not computed, I have been told: O.shadowCoord = TransformWorldToShadowCoord(lwWorldPos) Īnd as far as I got in my case REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR is actually false, so it's not even computed. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) The actual c ode I use in the VS is this:







The shadow you shouldnt be here