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I was just tooling around getting used to the fact that they're only showing in game view and..... suddenly they're working in scene again. I...
Same here.
So I've recently migrated to URP and finding it trickier than expected converting some of my old shaders. For a while I was reliant on a circle...
I'm having some trouble, here's where I'm at. I want a shader where, when attached to sprites, the hue, saturation and lightness/brightness can...
Title says it all really. I'm looking for a depth of field 'distance blur' that's compatible with an orthographic camera. I've tried Post...
I feel very stupid... You can see my error in the line > float4 obTex = tex2Dlod(_ObstructionTexture, (x, z, 0, 0)); Yeah... I needed to put a...
I've been busy with other commitments but I've returned to this, unfortunately I've hit a wall I'm having trouble getting past. I found compute...
I see, thanks for the help. I'll try to make progress with this and update the thread with where I get
Isn't it all relative to the grass mesh's UV though?
Thanks for the help you're providing. Just to clarify before I start trying to put this together, you mean a compute shader writing the texture?...
I think drawing specific collider outlines will be too difficult, so I'm going to try to limit it to custom draw squares/rectangles and circles....
I guess the main issue I'm dealing with is how to write collider intersections with the grass mesh to that grayscale texture that the shader can...
Hi, I've posted about learning grass shaders before and I've made some progress. Lighting is all working now but I've got some other issues I'm...
Hi bgolus, thanks for the reply. It's difficult to explain and I don't want to bog the post down with a lot of unnecessary complicated details,...
Hello, Apologies if this is a noob question but I've only just started properly working with particles. I have a special case where I have a...
Hi bgolus thanks for the reply, Yup, I've set it up with a forward base pass like in the tutorial. I guess my next question is, forward shaded...
Hello, I've been following a grass tutorial which is almost perfect for my use case, but I'm having some issues. The tutorial is...
Hi there, I'm trying to make a surface shader that performs the lighting calculation based on a provided light direction. Basically, I want the...