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Hello! I'm working on the bug above! However the bug only covers the compilation failures of the ShaderGraph generated shader. The...
We've played with C# shaders a bit, and personally I like them a lot. You can have proper public API and interface declarations and visibility...
Thanks for all the replies! We are actively investigating what an SRP surface shader system would look like. The question here is to explore...
The goal of ShaderGraph is to enable building customized shaders that work with Scriptable Render Pipelines, and automatically upgrade to continue...
Ah, yeah, I see what is happening -- the terrains don't auto-connect themselves until around the 3rd frame. The auto-connect logic is tied into...
I just tested 2019.3.0f6, and it seems to work on my machine at least. One thing to check is if you add a Debug.Log("Terrain: " + ter.name) ,...
Hmm, yeah that is probably badly worded. It's supposed to just be a warning that changing the height or control resolution will automatically...
Hello! I downloaded your image and tested it. The issue is actually that 16 bit PNG files get downgraded to 8-bit at some point in the import...
Hello! Do you know if you're CPU or GPU bound at 600 FPS with the 8x8 grid? From my experience I would expect that it is actually the CPU...
(should be live in 2019.3)
[ATTACH]
Hi Olaf, Are you using a custom Terrain shader? The shader must support instancing for it to work properly. If not, what platform / Editor...
Hmm, the fix will be difficult to port back to 2018.4, as it's built on top of a lot of other changes and fixes in 2019.*. I attached a modified...
So you are building a 4k x 4k heightmap on the GPU and want to render the Terrain from that, with collisions handled through a custom mesh you...
I just tested it on 2018.4LTS, and it appears to work in a PC standalone build. What version of Unity / what platform are you using? Possibly...
Short answer: no, the LOD is only updated by SyncHeightmap(). Tell me about your use case though: Do you need collision to be updated? If so...
What platform are you on? Using LWRP or HDRP (if so, what version?)
The density map terminology is from the HDRP Layered Material shader:...
If you want to do the same adjustment to a custom shader, you can modify the texture coordinates used to sample your texture: float2 stretchedUV...
In 2019.3.0a11, you can get either behavior by choosing whether you want local or world space: [ATTACH] [ATTACH]