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..Also I did keep that "#ifndef MYKEYWORD #define KEYWORD" code . I don't know if that fixed anything or not but it didn't break anything, so I'm...
Solution at https://forum.unity.com/threads/2019-4-2f1-2020-2-5f1-urp-shadows-look-different-in-build-than-in-editor.1061924/#post-6864689
After some messing around, I fixed it! So I have 4 cel shaders for slightly different use cases. The solution: In EACH cel shader, I have to...
Okay, that seemed to not do anything, but maybe I'm doing something wrong. I'm just going to copy paste my entire custom lighting HLSL file, after...
Thank you! The include thing might be the issue - I did not know that's how custom nodes work (so any custom nodes should sit inside a subgraph,...
Okay, so I've figured something interesting out: It seems like correct shadows show up in the first shadow cascade. Here's an example when I have...
Worth mentioning I don't use light baking or whatever. Also, there are a few errors in the Shadergraph Shader, but they've never caused ill...
SOLVED in: https://forum.unity.com/threads/2019-4-2f1-urp-shadows-look-different-in-build-than-in-editor.1061924/ --- Edit - on a whim I...
Edit - on a whim I decided to try upgrading to 2020.2.5f1 - nothing changes. Hi all, I use custom lighting for all my shaders in this game. I'm...
Thanks, that's a big help! I ended up not needing to work on shaders any more for my current project but this'll be a huge help in the future.
Hi! First, love the plugin, the features are very artist-friendly and well-documented. I'm using this with URP on Unity 2019.4. I glanced through...
I want to make designated sprites fade at the screen's edge. I first used a Shader Graph to do this, which works, except when two sprites overlap,...
It's happening to our artist using Windows 7 on 2019.4.2f1. They have a dual monitor setup where one monitor is a large tablet for drawing too.
I was interested in using this data to do custom point-lighting attenuation (the default attenuation is sketchy and doesn't interact well with...
Thank you for this! My god I've been trying to figure out where the hell these magical Light structs and functions were defined, not a single...
The texture is stretching on the sides because you're sampling the Voronoi texture using only the XY world coordinates, so it's sort of like how...
that worked for me! In trying to understand why (as I can't find any documentation about this feature lol...?) the post by Andre here was helpful:...
Wanted to bump this up and see if any devs saw it
I was able to ask OP about the method used, and they said: "I had to create a .cginc that defined and returned the global texture sampler, and...