A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Does instancing not work in conjunction with box projection?
I have used gpu instancing in the past with success. Today I was trying to get it working and kept getting the "object has different reflection...
How do I apply baked lighting to a simple unlit vertex fragment shader?
Is there any way to change the distance at which this popping occurs?
Still haven't worked out what is going on here.
I need some help figuring out why I have this issue with the reflection probes in my scene. I am using box projection which works fine close up...
Works great for me. Thanks for this great asset. One thing that could improve is that you could set it to follow the normal of the terrain, but...
Same bake with progressive CPU
I am using the progressive GPU light-mapping in 2019.3.4
Any help understanding how to fix/avoid this would be appreciated
I am attempting to write my own tree shader.
I have a line at the end of my shader that points to the built-in billboard shader:...
I find the collaborate feature has been quite useful, however I have been having issues with it recently.
Here is a screen grab.
Really, why is the trend increasingly towards outsourcing bug tracking/fixing to users? I enjoyed the days when software was...
Can we calm down on the releases?
Everything in a continual state of broken-ness is not ideal.
Make one proper release/year and stop with this...
I am using a sin function for the wave which is deformed slightly by a noise texture.
I am working on a stylized water shader.
Let me know what you think!
Next up I will work on translucency and refraction.
Would it be difficult to add building destruction to this system?
A second issue I am having is getting working normals. I have sent the tangent data to the shader but I am not able to figure it out from there.
I wan't to create an interactive experience where I can push the particles away, in a similar way to foliage bending. I also want the particles to...
I am sending the Custom Vertex Stream "Size" attribute to the shader in hopes of using it there to control the particle size.