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Cynical/fearful reader here. You are right, I assume exactly that !
I rely entirely on the HLSL and ShaderLab standard in my development. I do...
Turns out that using Camera.SetReplacementShader function solved my problem.
This function seems necessary to use if you want to skip main forward...
Is there a possibility to render Camera's DepthTexture pass without having Forward / Deferred pass rendered?
Similar to lights...
Thank you for the quick response, Richard. Glad to hear that!
Dear devs, since this crash was fixed for Unity 2019.1+, is there any plans to backport it for 2018.4 LTS?
Good day, Guycalledfrank .
In my project, I use low-resolution cutout alpha textures (16x16) with point filtering.
After baking light, shadows...
Is it possible to get light transmitting like "Backface GI" but for real two-sided materials, with custom meta pass or somehow?
Feature list sounds incredibly delicious. Сan't wait to try it!:)
Thanks for sharing Frank.
I hope you'll get more Patrons soon!
Thank you for the quick and detailed answer, Frank!
I read my post once again and found a mistake in my explanation.
So to clarify my message:
I have a question regarding baked Shadow Masks.
In one of your previous posts, you explained how shadow formula works.
On one of the...
Damn, I totally forgot about that, what a painful time...
Accidentally came across this thread on the forum. With every page I read, my eyes got bigger and bigger.
But when I saw SH and Vertex Light...
Hello everybody. Does any one know why deferred decals from this official example do not work with orthographic cameras?
When I switch in 2D...
Who are you?
My name is Alexander Kulagin
I am technical artist and shader programmer.
What kind of game are you trying to build or would like to...
Let's hope it will be not the same way as with "Reflection Probes", when it was promoted as Unity4 feature in
"The Butterfly Effect - Making Of "...
The Enlighten integration is really nice and interesting feature!
Is it possible to bake lighting into vertex data, or it is "Light maps only" again?
Sent a bug report.
I am having big troubles with using large radius bright lights and Directional Lightmaps in Unity 4.3 (and previous 4.x versions).
If i understand you right, you will need to use a Triplanar technique in your shader.
You can find an example here:...