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sharing this for people who find this thread through google. some github links for a 27 slice shader - https://github.com/specoolar/Unity-Shaders...
Hi there, are you still working on the rabbit, badger and bear? And is there a bundle discount if we buy all lowpoly animals together? great work!
Hello everyone, Cube Link is a puzzle game where you have to connect colors to each other to complete a level. It has been made in unity 3 and...
please at least post the solution when you find it
seems unity is doing both btw, example from their terrain shader they have CGINCLUDE and in the cginclude they have a #include...
how would i include the file ? #include "MyShaderBase.cging" do i need to provide a path to the cging file?
that is something you would need to do in your own shader you can set up shaders with several passes and make every pass a unique shader
ok after testing i have come to a conclusion it seems fallback shaders are used when shaderLOD is to high however it does not seem to use default...
ok when putting my code in the CGINCLUDE i can share code between subshaders however toggling the keywords doesnt work.
hello, the manual doesnt mention what happens when the lod is to high i would assume it would try to use the fallback however testing this seems...
i would assume you d have to use a UsePass "Shader/Name"
has anyone ever tested this ? my shader code always goes inside the subshader and unity uses the first subshader it can use so how can you use...
here is a image illustrating it
if you do it based on the normals of the object instead of the scrolling uv, you dont have that issue
hello, i have done this before. You have to create a flowmap shader basewd on the normals of your object then you can provide a mask and whatever...
what about transparent materials ? they have issues with depth and AO
I released my first asset on the asset store yay :) It's a cannon made in Maya, and I released it for free let me know if you like it :) link to...
cool mechanics :D
wip
some conceptart [ATTACH]