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Weird. Anyways, I will update it today. It will be available in less than 2 days.
Yes, yes. There is a typo. Go to FogVolumeFragment.cginc line 200. Replace the k with n, like this:
if (_PrimitiveActionType(n) > 1.0f)
Hello. Humm, 2015.2.5f1? 2018 I assume.
I guess that the difference is the shader compiler, each one has its own susceptibilities. I can not...
Hello. Nope, it doesn't :/
Nope, FV doesn't write depth
I understand, but maintenance of those could be a big and endless pain. I think that it is not a good plan to start working on something that is...
1) You can use any mesh. But it makes more sense to use a box if radial fade is not used
2) No. It could be possible, but the layer of each fv is...
Hello. Yes, it will throw 3 warnings, but it works. Im going to upload an update right now.
There is a WebGL build of the hair shader. Notice that alpha to coverage is not supported here.
Humm, you would have to study lighting models. There are tons of documentation online.
More or less. Now:
1.6 : 20$
Upgrade for owners of 1.6: 5$
1.7 is updated to 2018.2 and I have included a nice hair shader.
That's probably the camera far clip; too small
Hi. Lights are only possible with textured volumes. Uniform fog is a completely different method that didn't perform any volumetric feature.
Add another additive primitive
Yes, easy, with a subtractive box primitive. Modes
Another option is to use textures (gradient tab)
Humm, check your shadows volume size and vertical position. To shade objects they must be inside of it
You helped me too ;)
Show what you did if you want
Humm, I can not break it doing that
Horizon. Maybe a bad name, it is the vertical position used to swap the drawing order of 2 volumes