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I'm looking for a way to mimic CSG behaviour - cut off part of a mesh by other (invisible) mesh.
My first attempt was to use stencil buffer,...
OK, I've got it as soon as I have posted the question :)
There was a Fallback "Diffuse" part at the end of entire shader, which caused it (I...
I'm trying to sample a depth buffer inside a vertex shader to see if a particular vertex is hidden behind already drawn geometry. Than I'm...
Thank you - I'll check it out and report the results.
That's too bad, as 100% version control integration is a must in this case (as with most large projects).
Additional slot for config file would be...
In folder Editor\Data\CGIncludes there's a UnityStandardConfig.cginc file with a bunch of setup directives.
I'm trying to make a copy of it...
I've recently developed an application for Hololens (using Unity of course) and it is working fine - stable 60 fps, loads very fast, always...
I have a prefab with Playable Director and a simple timeline, referencing objects in that prefab (both in tracks and in clips).
Maybe you deleted them earlier with Destroy()?
I've got a simple custom shader (vertex + fragment) with a ShadowCaster pass like this:
Beware of Trains is a twisted, violent puzzle sandbox where your job is to master the railway demolition and create ultimate train-mayhem.
I'm trying to manually move particles with the following code
var particleCount = particleSystem.GetParticles(_ParticlesCache);...
Is there a way for a fragments (generated using Crack) to have their position inside mesh center, not in the original objects position?
Problem is gone, thanks :)
Thanks for looking into it.
Any ETA for an update?
Thanks, I've sent you an e-mail.
Does pooly create some folders on its own? After each application run I have more and more empty directories:
Can I change the color of noise? Seems that setting FogMainColor sets color of the "uniform" part only, not the noisy one.
Seems that it does not work.
float3 ambientColor = ShadeSH9(half4(UnityObjectToWorldNormal(IN.norm), 1));