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The simple solution would have been to keep it on offer but for some crazy high sum, like many hundreds. High enough to only have to deal with 2...
This sounds so incredibly strange I have no idea what kind of visuals this is supposed to produce. Minecraft screenshots I've seen so far use...
So this just appeared in my Twitter feed and I'd argue will be "required reading" for anyone providing screen-space raytraced reflections...
After line 15 add somewhere this line: Fallback "Diffuse" ..without the "1." The standard shader should then get picked up for the ShadowCaster...
Just an idea -- ShadowCaster and ShadowCollector are themselves geometry passes -- when those mesh draw-calls are issued, they should probably...
Your search term is "per-object bloom", there's stuff for this on Asset Store guaranteed, and there also may be open-source / forum-discussed...
This forum is for getting help with writing shaders. How about you ask the author of Hard Surface asset directly..
Quite the interesting link, thanks! This in particular was illuminating under "Converting to Luminance": Seems like UnityCG.cginc OTOH uses:...
I think if they pledge to support GL-ES 3 they should provide sRGB-sampling for spec compliance. That not...
Awesome :D
Oh that's great news then! Good stuff. Suppose this will work easily for Surface Shaders with custom finalColor func, but if calling this from a...
I think ToD could still even now provide the logic "using the same scattering equations [..] with very few adjustments" in a cginc? Would still...
I've sometimes wondered about this, way back before I switched to an "all shaders except ToD are within my own 100% handcoded shading framework"...
Old-school: Lambertian diffuse plus artist-controlled Blinn-Phong specular on select materials. New-school: "specular everywhere", now it's...
Sounds good, but how has progress been? Over a month later I'm finally at a point where I'm beginning to actually need this :D
PBS is essentially "just a better specular" (as opposed to the current Blinn-Phong specular). So I would not be surprised if Surface Shaders...
Unfortunately, yes.. same issue can happen with Android, it's a GL-ES thing rather than an iOS thing.
Draw calls are always processed in the order they're submitted by the engine to the GPU. But the z-buffer allows the GPU to skip execution of a...
Just generally speaking (and not really solving your specific issue) --- doesn't matter to a (vert or frag) shader where your geometry comes from,...
Per-vertex values (whether "lights" or colors or texture-coordinates) are linearly interpolated in between vertices by the hardware as you...