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i was trying to create a shader based on world position and i saw this when i output world position: [IMG] [IMG] and i am pretty sure world...
can we have an option to apply all the changes i made to the fbx file that i imported from another application and made some changes to it using...
as far as i know there is no way to do this unless i copy the generated code and add custom editor in the end of the shader. is there a reason...
i think the easiest way is to just use textures if you use programs like substance it wont take time at all because it does it automatically.
ok thank you that was my mistake, also a i have another question. [MEDIA] how can i create something like this with this asset? in this example...
hello, first of all this is an amazing asset and i love it so far. i don't know if am doing something wrong, but when i check is loop option it...
is there a way to tweak the queue in a way that my magic ring (the blue ring) always renders after the shaders that i assigned to the environment...
i know the title is a bit weird, what i meant by that is when i use polybrush paint texture feature there seems to be very dependent to vertexes...
i realized there are great advantages in using reusable assets in video games. like if you can model a door and use it in different locations of...
i don't understand, do you expect unity handles all of arnold nodes by default? i don't think that will ever happen!
most likely yes, it depend on what you want to do, in the example shown in that link he probably made a uv for the objects
i am pretty sure you can achieve a very similar effect using this tutorial https://www.patreon.com/posts/27942969
hello, i am following along with this Brackeys tutorial on creating grass movement shader. at some point he uses uv coordinates of the mesh and...
You do not need to add pp package anymore, just remove it and create a scene settings object
this doesn't work for me
we have multiple scenes in our game and each scene have only one Material (because we think it reduces drawcalls). we used a big texture-sheet...
there is a weird problem with bloom and subsurface scattering materials, any time i have sss mat in my scene with bloom turned on the whole scene...
found out light weight render pipeline in 2019.1 already supports that kind of shader in its built in unlit particle shader
hello, i am trying to create a fog like type of shader and i saw this thread. he is using a alpha blended particle shader but it does not work in...
Thank You Man, I've had a hard time trying to figure out this problem you saved my day