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Thanks. Looks good now. I bought the asset today.
Well, please give it a try then.
Thanks. While the first (big) issue is fixed, there are still two smaller errors remaining, at 0:05 and 0:07. The car visibly jitters to the right...
Hi there, your package looks great and I was about to buy it, but then I watched your youtube video once again and noticed what appears to be...
Of course it depends on GPU. Two times better GPU = two times better fps. Using grab pass instead of render textures = two times better fps. I...
@plzdiekthxbye: I apologize if this was answered already (didn't read all 36 pages), but is development of this asset finished, or there will be...
These two statements are somewhat inconsistent, I think. Perhaps it would be more honest then to say on the Asset Store page that this is an...
Now I downloaded the Windows demo to test it on a different machine and it's even worse. The water is missing altogether and all I see are two...
[IMG] I downloaded the demo for Mac linked on the Asset store page today and noticed a visual bug - there is a line of flickering blue...
Tried right now. Doesn't make any difference. The same border issues. On my computer a lake with a render texture used for its surface to show...
[IMG] The solution in the second post doesn't work. While it removes most of refraction, it inevitably leaves ghost lines around borders. The...
[IMG] After months of experimenting I still wasn't able to find any simple solution. A two pass vertex shader I wrote can correctly work with...
Bump. I wonder if after three years passing anybody had any progress with this issue? I downloaded and experimented with that BlendedOIT, but...
Thanks for your suggestions. I will try to experiment by writing a two pass shader.
Still looking for help... It's not like I'm lazy and expect somebody to write a shader for me. The shader is written already and it works. Just...
Thanks for suggestion. Still doesn't work, unfortunately. It helps to remove emission for point lights, but creates a whole array of other issues...
The result is exactly the same as with using just _LightColor0, and can be seen in the images above. Works fine with directional light, but...
If I manually type a value between 0 and 1 instead of "intens" into the lerp function, it produces the effect I need, emission disappears for both...
[IMG] Hello everyone, I tried to make a modified toon shader for glow-in-the-dark items. It shows emissions according to _Illum texture in the...