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Test these code ... this is not work in unity5.6.4 ... just simple get and re-save curves will remove the editor property ... for example code...
I found when I make unity3d game, I always need many helper tools to make sure the development process works fine. So I decide to pack many of my...
this is great.
recommend use billboard to sectional replace particle system ( it is too heavy when your game is performance critical )
pvr sdk has a tool can compile shader to gpu instruction, thus you will know how many instructions a shader need. More instructions cost more gpu...
maybe this asset can help you => http://u3d.as/gFF
I know this post maybe not properly, but I have to post here since I really don't know how to do now ...
I am an assetstore publisher since...
Simulate from dry to wet surface in single shader.
Full dynamic raindrop fall on puddles.
Support any kinds of puddle shape based on mask texture....
Magnifying Glass upgrade to version 1.3.
Now we support multiple magnifying glass on screen at once.
And also support shrink effect.
=> You can use geometry shader to do this, and there is a book talk about it 《Graphics Shaders: Theory and Practice》, the chapter 16.
Try to read doc first http://docs.unity3d.com/Manual/SL-Blend.html
Remove " Blend *** *** " from your shader code will disable blending.
1. Find GameObject.
2. Get Renderer used by the GameObject.
3. Get Material from the renderer.
4. Set the color of material.
Well, one way is use some custom shader to implement such feature.
However I would say how about change the texture of sphere, maybe this is the...
Yes you can access such shader uniform in your own custom shader.
They are just common uniform.
Read unity build-in *.cginc and use it as you need.
Do NOT use transparent render queue.
Then you can receive shadows.
I have made a similar effect in my package Volumetric Spot Light.
Here is some suggestion:
=> First you need a cube mesh with transparent...
=> First I will suggest make your own shader to support "2 textures, 2 sides". This is not hard, just use two uniform texture2D and set Cull Off....
Texture mapping result decided by your uv texture coordinate.
As your code the last three uv of vertex both (1,1) so it will be looks like that.
Consider use a dynamic texture represent "window".
Then apply this dynamic texture as alpha map when render wall.
Here is the truth
=> DepthTexture never free.
So why doc says it is free when enable shadow mapping or deferred ?
=> Because such algorithm need...
Well ... such kind of knowledge could be learned from " learn 3ds max / maya ... ".
this is NOT a unity graphics problem ...