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Probably handedness. I'm importing Blender data right now. Have you noticed that Blender export data is in a different space than what you see...
This is a very old thread, I'm replying for posterity Using custom shadow geometry is a popular and well-understood technique in modern games....
castor this looks fantastic. Mad props
Here is a thread containing your answer. In short, you can use SerializedObject to do that reflection. Note: this required UnityEditor, which...
Hi Charkes I can't see your pictures but I'm also stuck on an AO problem having to do with a very chunky _CameraDepthNormalsTexture. First, your...
Hi duke I know it's been a year, this is mostly for posterity. A few things in your post jump out at me: (1) First of all, if you want to do...
_MainTex_TexelSize is set by magic sauce in the darkness of Unity's source code. It follows the dimensions of the _MainTex sampler and has these...
Hi Hjeldnes Same problem here. Here's an article that includes a shader and code that demonstrates SetSceneViewShaderReplace actually not...
This is driving me potty
Found a workaround: encode to PVRTC 4bpp and then Save As Legacy
Save As Legacy almost works.... except it doesn't :-( [attach]
We have the same problem here. Draw calls show up when profiling in the editor, are always 0 when profiling devices.
Terrain shader with atlasing + light map In this case standard mapping goes into TexCoord0, light mapping UV's go into TexCoord1, and atlasing...
Hi guys Short and sweet: if one has a model with three LOD's, where to put a script that handles OnWillRenderObject? The prefab hierarchy looks...
"backfaces just do not get written to the shadow map.” Danke larsbertram1. I just verified this by baking a windows EXE of our game and PIXing...
It seems like every Unity shader is written in a totally different language. Anyway, here's what Unity 3.5 thinks about it: Shader warning...
Locking Windows also freezes our game. I pressed out a web build to see what the logs say. The last thing in the logs: