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If I read from a mipmap level rather than a "full" texture. Is it faster?
For example, if I do
col = tex2Dlod(_MainTex, float4(i.uv,...
It seems like it was the version of unity we were using. We upgraded and the issue went away...
I'm getting this error when trying to build to iOS
”OpenGL warning: trying to bind too many vertex attributes (got 18, max is 15”
Could this be...
I have a shader that uses textures to create an Ambient occlusion/shadowing effect in certain regions of the scene. (for mobile)
I'm using magic...
Thanks again Bgolus, that's clarified a lot for me.
I'm getting this error
Vertex program 'vert': unknown input semantics TEXCOORD/8
So I assume I've hit the interpolator limit described here...
Thinking a bit more about this. I suppose, now that we know the orientation of the fake light. I wonder how it would look to project a "shadow...
Try setting your render queue value to more than 3000
Fantastic Bgolus, you're my new favourite person. (I really think that I should be paying you!)
He Bglous, sorry to be an unbearable pain in the rear, but... I must be missing something because I'm getting this...[ATTACH]
Which should look...
Heres the video of me emulating the effect I'm after in maya
So I don't think I explained my question very well.
I'm not trying to rotate the texture so much as I'm trying to rotate the...
You could use a lerp to do that effect.
A lerp does a linear interpolation between two values using a third value as the interpolation weight....
I have a script the instantiates "butterflies".
Each instance has a script on it for controlling flying behaviour.
In that script, there is...
Thanks as always Bgolus
I have a shader that projects a texture along the world Y axis.
v2f vert (appdata v)
Not sure about Spellsouls, but the I use the CSR racing technique, where you add your colour values with the alpha channel. Obviously it restricts...
Are the normals being imported correctly in the import settings?
Yeah I suspect the issue is somewhere else in the shader. Can you post the whole thing?
Could you copy it first?
fixed4 c = tex2D(_MainTex, input.uv2_MainTex);
float2 copyUV = input.uv2_MainTex;
fixed4 c2 = tex2D(_MainTex, copyUV);...