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This repository was archived by the owner on Feb 25, 2026. It is now read-only.

TiltBrush SDK Unity Shader Problems #50

@thomasender

Description

@thomasender

I encounter problems with the following shaders from the TiltBrush SDK v23 (latest version to date):

Bubbles Failed to open source file: 'Assets/ThirdParty/Noise/Shaders/Noise.cginc' at line 26 (on d3d11)
Diamond Hull: failed to open source files 'HLSLsupport.cginc' 'UnityShadersVariables.cginc' 'Lightning.cginc' and many more...
Smoke: Failed to open source file: 'Assets/ThirdParty/Noise/Shaders/Noise.cginc'
Toon: Failed to open source file: 'Assets/ThirdParty/Noise/Shaders/Noise.cginc'
WigglyGraphite: same as Diamond Hall

Anyone encountering the same? Anyone got a solution? It would be awesome to get this going. Also I am curious if there is a way to import an export from tiltbrush into unity so I will have the obj file with it. My situation is this: I export an obj from Medium and can import it into TiltBrush just fine. After doing the fancy design thing I want to export the whole sketch/project so I can import it in Unity. Until know I only could import the obj itself (without TiltBrush design) and I managed to import the TiltBrush sketch, but having problems with the shaders. They are not assigned automatically and the above mentioned are not showing up in the list so I could assign them manually.

In the documentation about importing Sketches from Tiltbrush in Unity it says I only need to import the fbx from TB into unity, unfortunately it doesn't work for me. I am using Unity 2019.4.f121

Update:
I also got problems with all the other shaders. Somehow Unity will not apply them to the TB sketch although I import it through Poly. I can assign another shader, I am using Universal Rendering Pipleline, but of course it will not create the same effect. I would be very happy to get a good tutorial on how to import TB sketches correctly into Unity 2019.4.12f1 to fully make us of these two great and powerful softwares.

Any help is much appreciated, as I am diving deep into this wonderfully creative workflow. It's been 10 years since I worked as Dev and am getting back to it these Lockdown days. I am amazed how much changed and with VR the DevGame evolved to a completely new dimension. Super excited to witness this :D

Thanks for helping out
Thomas

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