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Yes it does. Unfortunately I don't know anything about Maya vertices and axises management. So, all I can say, is that under Blender, you have to...
Yes they are (from UnityCG.cginc). Have a look at the Vertexlit built-in shader : it includes passes for both shadow casting...
Log : Changed render Queue to "AlphaTest" (Because it works better like this).
Ok "Chickenlord", First of all, thank you so much for having taken so much time to explain all of this. And don't worry : Everything you said...
Well, to make sure that I fully understood what you said : Do you mean that everything that works and is drawn in forward mode should also...
Ok, good to know. Very interesting informations [Coming from a "Shader lord" : I had a look to your Shader Bundle, and they're impressive...
Well, I agree with it. And my final solution is only available for "Forward" rendering path (this can be a constraint for many different reasons -...
Well, I found out something. And yes I didn't get the right alpha informations from the main texture : Just added this line in the "vert" function...
Here is the shader code for a first attempt to get rendered both Spot/Point light and Directional shodows : [It consists in adding the shadows...
Does anyone has an idea on how to merge the 2 shaders into a single one ? Shader 1 :...
So, I went a little further and found the LightMode" = "ForwardBase" Pass Tag. This does : "Used in Forward rendering, ambient, main directional...
Ok, we went to the same conclusion : "Cutoff" is the only way. But what I would really like to know is the big difference between Spot/Point...
Already tested with no result Thanks
A workaround to all of this could be : Apply 2 materials to the Plane >> 1. One as described above (TransparentShadowCaster) 2. A second one to...
Hello, I made some tests and it appears that it works with Point and Spot Lights, but no satisfying result with a "Directional Light". Does...
Thanks for the feedback and happy that this is usefull to you.
Ex : #pragma surface surf BlinnPhong alpha vertex:vert fullforwardshadows approxview where "approxview" is used to spare some computing...
Ok guys, Thanks a lot for this very usefull Thread. Starting from this, I went a little bit further with a case study (a waving flag shader)....
Ok guys, Thanks a lot for this very usefull Thread. Starting from this, I went a little bit further in the study. Here is my version of the...
Well, I've been looking for this feature a long time and decided to implement it by myself. It is so frustrating to make changes to your scene and...