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@Charkes Is it possible for someone who doesn't know anything about shaders to add this(Link to LOD Group Implementation) Doc for LOD Group to the...
Well no prob, also I just found out that the SSR doesn't work in Forward.So that's part me being dumb as well. :p
And I know what your saying, but...
I personally think he can just upgrade when it arrives but it can let us implement it in our projects now.
Edit: Just read a 5.2 doc on the SSR...
That update to your SSR solution has made it a whole lot better for older machines(i.e me). Even though it makes the whole thing nosier I don't...
Does the "isOpen" bool actually turn on and off?
Can I see a screenshot of the animator window?
Also does the animations even work?
You're welcome, @MegsTan
Antonov Suit uses the same texture input as Unity 5's Standard shader.
So with that in mind Unity 5's Standard shader uses the metallic map's...
This is assuming you are using the Deferred rendering.
For the global fog(steps in picture form):
Done.And to edit how the fog looks(distance fog and color and stuff):
For the sky you can change the camera's background to black like this(only in camera's viewpoint):
1:Go into the lighting tab and remove the...
You're using Unity 5 so.
(Next to File and Edit)Assets->Import Package->Effects
Can you show the settings for the point light?
No prob bob.
A workaround for this would be too use a trigger for the room. And script it so when your not in the trigger the realtime indirect bounce = 0.
The point lights realtime GI doesn't have light shadowing so therefore the light leaks through and doesn't get shadowed. There's no workaround for...
What's your frame rate? Is it just the player movement or does all input have a second lag?
Updated my game to Unity 5
That means you must apply the "Global Fog" effect on the camera.
After importing the effects package.
A couch I made for some decoration.