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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
It makes no sense to create a new topic, so I’ll ask here.
It's possible use physical height instead of _RefractDistance?
I don't want to...
Usually most of FFT for water used XYZ coordinates (Height map and displacement), so he cannot get coorect discrete point :(
And need to do a...
When will be added command buffers and light buffers or analog?
I absolutely can not adapt anything from my projects.
I don't have access to a...
But this is stupid!
They removed the api for C#.
Now I should to add everything through the editor.
How people can combine 1,2,10 effects? Through...
After 1.5+ year HDRP still does not have command buffers or some functional and LWRP removed some feature like a "IAfterTransparentPass" etc.......
Sorry for my English!
I found a description about the fastest reflection algorithm for flat surfaces....
Yes I found the solution for LWRP and HDRP (it's different method).
For lwrp you can render custom shader with custom render queue.
You need use "_ColorPyramidTexture"
Also this texture contains lod levels, so you need use this code
float lodLevel = 0; //you can use 0-7...
I can provide a simple Y position of the water to shader as a float value.
But I have fft precomputed displace map and I need use xz world space...
I created a volumetric lighting with a shadow for my water. Right now I need to compute a max height relative to the water (like a volume...
Write me to email "firstname.lastname@example.org"
I have script which automaticaly update shaders for HDRP/LWRP.
I have copy of shader for HDRP (in this file) and my script after import should get...
It's distortion shader for HDRP rendering, if you use legacy rendering or lwrp, you can remove this file, or just ignore it.
Where is the guarantee that tomorrow unity will not change the standard behavior again? For example, a matrix of projection in particles, or a...
Shader graph released about few mounths ago. It's only for srp rendering and don't have most features which I use.
For example, distortions,...
Hello all and sorry for my bad english.
I want to tell about my experience on unity last time.
I'm VFX creator of unity assetstore...
You can use screen space decals instead of unity projector.
I found the problem.
I use view direction in world space (not in view space)
There is fixed code
normal = normal = mul((float3x3)_ViewToWorld,...
I'm trying to create simple SSR and have some problem with rotation.
There is my code (it's just test code and not optimized)
Big thanks for an explanation!
Is there somewhere a detailed explanation of how shader instructions work inside, for example, pow / sin / step etc?