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Have you tried standard texture type?
Sounds like you haven't changed the texture input alpha setting to "from grayscale" Also probably need to check the readable/writable box.
Concerning starfields; could you add a feature to fade out the stars around the sun-lit edge of a planet? Currently you can see the stars clearly...
It would look good hanging in the sky of this moon :) [MEDIA] Yeah I think I've reached my technical limit with this shader - no idea how to fix...
[ATTACH] More shader progress.
This looks incredible! I'm not sure what you mean by being unable to control where they go, you mean you're currently using this mask: [ATTACH]...
Here's a video of my tests using a colour chart shader with a tiled heightmap version of SGT terrain. There are six different heightmaps. Each...
Hello again. I'm having trouble with the Ground Adherence settings with root motion switched off. If I increase the Ground Adherence Down setting...
Have you tried adjusting the camera near and far clipping?
You have a testable version? I'd love to try it.
Looks fantastic! What kind of texture resolution will large planets be able to handle? On previous versions, the normal and albedo textures would...
Some more pictures. [ATTACH] [ATTACH]
Hi Carlos. I'm trying to find a way to paint an RGB mask texture in the editor at runtime so that I can paint terrain onto your SGT planets. Is...
Hello. In the last version of SGT terrain it was relatively easy to add additional mask maps for finer control of the heightmaps. Could you point...
Shader progress: [ATTACH]
Thanks man, but it seems that they don't work with surface shaders...oh well, I'll leave it until your next terrain system is ready. Thanks for...
That's what I have been trying but the shader won't accept Texture2D, SamplerState and .Sample() functions. I tried changing the pragma target to...
Cool. Fixed it. I've been trying to figure out how to get sampler states to take the polar coordinates from your shader as the function that does...
The terrain is offset from the shader on the tiled heightmaps you gave me. The shader matches the procedural terrain so it must be in the tiled...
No worries. I'll dig into the code, see if it's something I can handle.