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Btw my fix is to look at the grass material we use (we have one right now), and bake in the actual variants flags we used, either by just doing...
I've just stumbled upon the same problem and used the hidden DepthNormals shader -- however, it means the game won't build (at least, not for 12...
I'm having very similar issues (for non VR). any ideas?
This is super useful, since I have random values for ease of testing for certain mask in other places as well. Thanks a bunch!
I'm also having the same problem since we have to use AnimatePhysics mode (it's a hard requirement for our game). The way I have tried to rig it,...
Yes! I actually have some successes (I'm optimizing for the PS4 as well), by using texture atlas, optimizing out branches, etc. We also decided...
Thanks for the reply! I guess that's not unexpected (although it's so hard to say for compute shaders, you can spend forever tweaking them to get...
I was mostly wondering if compute shaders would be a possibility -- perhaps the read/write would be slow but in general it could be a win if I...
Hello! I've been tweaking the shader and it's been looking great, but now I stumbled onto some optimization problem. The mesh itself is processed...
I have a custom geometry shader that does vertex displacement (modified from the DX11 grass shader asset). It also has shadows enabled, and due to...
As for the displacement (in object space and follow surface normal mode) -- it seems like mostly because of object/world space mismatch. The...
For compilation on PS4, there are only 2 things that needs to be fixed: 1) domain shader cannot be named "domain", so changing it to something...
We've been using the shader and it works well as long as there is no displacement. I have two questions.. 1) (With both "Follow surface normal"...
Seems like in GrassDefinitionsAndFunctions.cginc, struct appdata is assigning objectSpacePos to TEXCOORD4, which doesn't exist according to...