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Hi, Sorry for the late replies. I've not been on the forums in a while. @asadsohail My guess is the parameters that define the cylinder are not...
If this is for an editor script you can use EditorUtility.CopySerialized:...
@Breyer I did notice that the example in the Unity scripting reference shows that the vertex z component can be changed...
I had a go at doing this without using render textures and came up with something that works. In theory this will work in non-pro Unity but I...
You could try something like the policy-based design pattern from c++ (http://en.wikipedia.org/wiki/Policy-based_design). This is similar to the...
One way to do this without sphere checks or ray casts it to create a random spatial partition tree then spawn a cube randomly within each leaf...
You can't set parameters on a shader instance*. You need to create a material that uses the shader then set parameters on that material. Unity's...
You can do it in script using an AssetPostprocessor:...
I don't think alpha blending has any additional costs other than overdraw and ROP blending. Alpha test performance is poor on mobile GPUs that use...
You may be able to perform it using skinning by setting up bones and blend weights in script. I imagine Unity's skinning is SSE optimized so it...
It may just be simpler to: 1) Put the plane equations of your 6 cube faces into shader globals. 2) In your vertex shader do a dot product of these...
The TransformViewToProjection code is taking the part of the normal that is perpendicular to the view direction and projecting it into clip space....
You can do it like this: 1) Clear the depth buffer to 0 rather than the default 1. You can do this with a script or by attaching a quad to your...
When rendering a projector Unity sets two extra matrices, _Projector and _ProjectorClip. _Projector maps the x and y axis of the projector's clip...
There are a couple of reasons for doing it as a separate pass before the main render. Firstly it allows you to access depth in the main render*...
I fairly sure the depth pass is implemented using a replacement shader. If you download the built in shaders* there is a shader called...
Dealing with AA when doing depth based effects is always a PITA. If you want a solution that offers a good trade off between quality, performance...
For reference here is how I prefer to reconstruct world positions in a shader: 1) Start with a homogeneous coordinate in clip space 2) Multiply...
Using point sampling won't disable mip mapping. You need to go into the advanced settings for the texture and disable it.
Does the fog height map have mips? That may cause problems where adjacent pixels have a large difference in depth. Edit: Also try turning off...