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I wasn't able to change the gamme setting in the color grading section in Tonemapping Color Grading component at realtime. I need to...
Any plans to make it react to time of day?
It's all in the title , anyone else having this problem?
From NVIDIA Gameworks EULA at : https://developer.nvidia.com/gameworks-sdk-eula
Just invert the output in the shader code
So , I should make a shader that multiplies the World Space normals by the Camera View Matrix , Then do the same thing you did to pass the depth?
That's against their EULA , they don't want their stuff shared outside their website , just keep the stuff you made, remove the dll,libs...
Bundle the GFSDK dll with the executable
-If using Unity 5 , just use the standard shader.
If you're writing a custom shader , Use alpha channel of an existing texture , or make a new one...
From Documentation :
UnityVS supports syntax highlighting for shaders.
But only for VS 2015 preview for now :/
Can't that shader be optimised by making it like this :
fixed v = fixed(c.g <= 200.0/255.0 && c.r >= 200.0/255.0 && c.b >= 200.0/255.0);
o.Alpha = v;
Try in another scene.
I fixed the issue ,
Go the the plugin source code , And remove ALL debuglog calls.
I don't know how but this fixed it for me.
Found them : They are stored in :
CameraGBufferTexture0 , CameraGBufferTexture1 ,CameraGBufferTexture2 and CameraGBufferTexture3......
So i'm trying to get the view-space normals texture from the g-buffer.
Is there anyway to grab it (since i don't want to re-render them)....
If your normal scene is rendered inverted (but AO fine) (happened to me when enabling GI) , go to HBAOPlus script and replace :...
@zenGarden Works on terrains and trees.
It pre-computes how meshes should bounce light.
After that , you can just place lights , move them , change their color , change all materials' ,...