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Hi The Lambert lighting fix made it's way to RC2 - so you won't have unwanted specular in Lambert lighting anymore. The normals are not being...
@larsbertram1 I meant that basically it is gonna be StandardSpecular instead of Lambert in SpeedTree.shader. Although the old shader will be...
Hi @sjm tech. What this entry refers to is the first change I've given to you a page ago. But right now we start QAing a change that fixes the...
Hey. That's a good workaround, it is killing the specular term completely if you have black specular color. I am happy that it works for you guys,...
@uiniti, since I don't know the exact asset you are using, can you make a zoomed-in view and description of what problem do you see? I see a...
@uiniti @sjm tech Guys, did you apply both changes?
It does, but in this case we are killing specular for the away facing pixels. As long as we don't flip the normals, these pixels shouldn't really...
Thanks for the info flow. So let's kill specular on all away facing normals and be done with it. The change below. In UnityStandardBRDF.cginc...
@makeshiftwings Take a look at shading mode-> Deferred -> Normal. You will see the normals exactly as they are and you will see what I mean.
Hey guys Thanks for the feedback. I am not overly surprised by what you wrote. I was expecting problems with what you see. Before I begin with a...
Hey First allow me to quote myself. So considering how timely you guys need this, I propose I tell you how to change one shader file, so that at...
Yes, the change will be available in 5.4.
Hi, a few words about the lighting quality situation. There are two changes that I think are critical to give to you as soon as possible. Let me...
Hi uiniti, it's hard to say to which versions we will backport the fix because I don't yet know the full extent of the changes that we will end up...
Hi, Just wanted to let you know, that we are making effort to fix this quality issue right now. It is composed of a few parts. Running the trees...