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Wow, thanks it works now! :smile:
Although I really could have tried using fmod on tiledUv myself. It's kinda obvious :mrgreen:
Thanks, but this doesn't work either.
This is how it should work (and how it works with setting the uniform variables in a script):
No. Pixels per Unit is just how many pixels represent 1 unit in Unity.
if you have a sprite 500x500 pixel and set Pixels per unit to 500 than...
You can just scale those large sprites down in their transform or you increase Pixels per Unit.
In the import settings for your sprite textures there's a property "Pixels per Unit". This must be 64 in your case. But it could also be 32, so...
I'm working on a sprite tiling shader right now. It works but it's not optimal yet. I can post this shader when it's done if you want to.
You could just pass a seed per setFloat to your shader. The same way you're doing it for scaling.
This way the shader generates different random...
I'm using 2D sprites (Unity 4.3) The sprite renderer does not support material offset/tiling settings.
Also those tiling settings would affect...
I'm new to shaders and I'm not always sure if I know what I'm doing :mrgreen:
I hope someone can help me with this.
I'm trying to make a...
I am a total shader noob and started looking at some shaderlab reference pages and tutorials a view minutes ago.
I wanted a simple (?) alpha...
I've got the exact same problem. Does anyone know the solution to this?
Can I achive an uv unwrap by using scripting?
I'm new to uv-mapping and it seems like usual uv mapping is not what I want to do (?)
I'm feeling so stupid to ask this question but I didn't find any help.
I try to apply a texture to this bar. (look at the screenshot in...