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Would also like to know if this is still maintained!
Just started using physics recently, and tripped up a few times with the layers, having to move colliders on to their own gameobjects in some...
Brilliant thank you, I was able to recreate the effect using the standard template and the new Depth options.
I've just installed this release on 2017.3.0f3 and there are a number of warning regarding Substance, for example:...
Pretty sure those are just comment blocks (press 'c' to create). I don't think they perform any function.
Sorry I missed that post, thank you I'll take a look.
Back in October we were talking about recreating a cross section effect (like this). Any chance you could have a look at it? Would make a great...
Found the problem - SSAO on the camera - my apologies! And changing the Render Queue to Transparent fixes the SSAO image.
It's a single 3d mesh (a crate, shown below as normally rendered).
There's a black plane behind that I use as a background to hide items...
Thank you that's brilliant. However it isn't showing as a true silhouette - why are the different faces different? Doesn't appear to be lighting...
I would like to build a shader that shows the game object as a flat, single transparent colour. Using a standard alpha shader...
This was the cause of my issue, thank you!
2017.1.1p1 right now and moving to 2017.2 soon. I'm a few years in to my project, with likely 2 more to go so can still change version.
Brilliant thank you, I'll have a play.
@Amplify_Paulo did the missing feature get added? Did you manage to create a sample? I've haven't updated for a while, waiting on this :)
Amazing, really pleased I switched from Shader Forge.
Ah yes just like that asset - I have a look see how its done. Thanks!
Is there a way to determine when inside a mesh from a shader? For example, slicing a mesh at a given world space Z value?
@thierry_unity thanks for the reply, to clarify are you referring to the mecanim humanoid 'mirror' option? That was my intent. I worked around by...
That was it, thank you!