A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Hey Jason, What would be the best place in the MegSplat_procedural shader to modify JUST the output position of a vertice, without effecting the...
So for this case would you recommend editing the surface shader code directly to make use of a StructuredBuffer? i.e instead of using "i.vertex"...
Yes, that is how I implemented it when I was using meshes and it worked great. But to be clear I am no longer using unity meshes and working only...
Jason, I've seen this mentioned in the thread but couldn't quite find what I was looking for so: I used to use MegaSplat for my procedural...
Awesome...last question then, what sort of values do I need to use / where for puddles and flow direction? I see in your docs that the UV3.y is...
Gotcha. Enabling second uvs and setting to projected didn't seem to make a difference, but I'll play around with it a bit more to see if I can...
Note sure if this is a problem on my end, but it seems to me that enabling "per tex flow" breaks tri-planar shading? I get massively stretched...
Ok so I changed the packing mode to "No Spec Tex" and that fixed it. But just so you know, on "Standard" the sliders are not hidden (at least on...
Quick question -- I'm on the latest versions of both MegaSplat and Unity (1.11 / 5.6), it seems editing the "smoothness", "metallic", and...
[ATTACH] AH! It was the "(7.0f/255.0f)" format that did it (I had no shared vertices by the way). Thank you so much for the help, this is a...
Great, that's very helpful. I'm still struggling to achieve multiple textures at all, for some reason. I'm using the MagaSplat_MarcoDetailFlow...
Hello, I just have a question and I'm sorry if it was already asked, I skimmed the forum but might have missed something. Can this be used on a...