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I need the world space position with the vertices offset a small amount in their normal direction.
Trying to offset vertex positions based upon their normal, similar to how I've seen it done in outline shaders: float3 norm = normalize(mul...
Searching for a way to differentiate between GLES2 mobile and GLES2 WebGL in my shaders so that I can treat them as different quality levels. In...
Nothing?
I'm trying to render into a RenderTexture with an antialiasing value set and generating mipmaps. It appears that I can only do one or the other,...
Does anyone know of a way to differentiate between WebGL and mobile when writing shaders since both use the OpenGL ES 2.0 rendering platform? I...
Was hoping someone would be able to offer suggestions on how to pull of an effect. My goal is to be able to partially fade an opaque object, have...
In our case its because when in one interior room there may be another room's reflection probe 2 feet on the other side of a wall that we don't...
This limitation is also keeping me from upgrading to 5.2+. A lot of what we do is facility specific interiors in which we can not design around...
I'm working on a rather large scene and while doing some profiling noticed that ReflectionProbes.GetSample() is eating up a lot of processing...
Any word on when or if this fix has made its way into a build?
Does anyone know if its possible to toggle a shader pass using a keyword or using a property similar to how the standard shader now deals with...
I just started playing around with Unity5 and was wondering if someone could chime in on why I'm seeing unexpected draw call numbers in a simple...
Fantastic work!
I'm having this exact same problem. Even with the simplest of shaders, just adding #pragma glsl causes this artifacting. Any ideas?
Are the meshes which are disappearing set to batch static? If so this may be the problem since Unity can't apply vertex colors once the meshes are...
Nevermind. Silly me, I forgot to grab sharedMaterial.shaderKeywords :/
I have a shader set up with keywords and am using the new custom material editor feature to toggle these keywords on/off on a per material basis....
Hey guys. I have a question that hopefully one of you experts will be able to help on. I have the following shader that I'm working on but for...
Tried messing with all sorts of variations on the queue....still same problem. Guess it may not be possible.