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Hi there, I can't exit paint mode in unity2019.3 even close the tab.
Hi there, The AO rendering is different with two eyes in VR. How to fix it? [IMG]
Hi there, Rain Drop is not work fine with last version of MegaSplat. I think maybe something wrong with UV control...
Hi there, We got some errors after updated to Aura 2.1 in Unity 2018.3.10f1 IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be...
We use Unity 2018.3.10f1 [IMG]
When Terrain Draw Instanced is checked. AO doesn't render correctly on terrain ground. [IMG]
Hi, The volumetric light effect did not render on my water shader. Render queue of water shader is 2999. How can I fix this? [img]
Hi guys, I am creating a underwater shader. I create it as surface shader first and test on a billboard. When the surface shader is done, I try to...
Advanced Merger Toolkit https://assetstore.unity.com/packages/tools/utilities/advanced-merger-toolkit-129869 I didn't try this yet. But looks...
Need GPUI support to CTI plz https://assetstore.unity.com/packages/tools/modeling/custom-tree-importer-21079
Hi, Can I use Dry and Health noise for grass without Combine child AFS script? I need the Dry and Health noise but I don't want to combine grass.
Hi @jbooth Our project have to move to Unity5.6 from 5.4 because of Unity mix light shadow issue. But Unity5.6 Lightmap seems doesn't work when...
Mesh in Alpha mode doesn't cast shadow in lightmap. It cast shadow in realtime light.
"Blend Target" gone in Megasplat 1.04 Really need this handy tool...
There is some error in 1.03 about Tessellation and Curve World. The rain drop texture is in wrong size when Puddles is on.
Lost UV2 When using Megasplat Mesh Conventer. So Lightmap baking doesn't work if UV2 is not same as UV1.
When importing Megasplat0.91 into a new project, I got a Error message "Assets/MegaSplat/Scripts/Editor/ASENodes/MegaSplatSamplerNode.cs(9,7):...
I mean texture's color become incorrect if checked Linear.
Maybe metallic / smoothness blending is not necessary in most terrain. But Ambient Occlusion should be needed for detail.