A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
this #pragma surface surf Lambert vertex:vert addshadow
not slow, just don't implemented in unity
sad, but we can't read pixels from RenderTexture
there are no special shaders, just cartoonish art
modify depth value in shader gives a GREAT perfomance hit. so, better will be use more polygons, or wait when unity can into DX11
if you want shadows from/on relief surface - this impossible, unity can not modify fragment depth in shader
I want make dynamic masks for some image effects(blur, glow, ect). Ofcourse i can do this with ShaderReplacement, but it gives +lot of DrawCalls....
Anybody can make a instruction for dummies-who-can-not-into-tweet? I tried many times, but still don't see my message at...
texCUBElod But as i know, dynamic-generated cubemaps has no mip-map's
I tried to do this too. Unsucessfull too. One thing what i realize it's UNITY_MATRIX_MV is useless, in post-process shaders it's allways identity....
float3 wpos = mul(vpos, _CameraToWorld).xyz;
Main thing for carbon-fiber material is anisotropic lighting
You can read texture inside branch, but only with direct texture coordinats i.e. - tex2D(_SomeTexture, IN.SomeUV);
Aras for this - http://giga.cps.unizar.es/~diegog/projects/TAP/tap.html and for some layer effects, who don`t need to modify normal or depth, like...
Maybe it's time to use something like RGBM or NAO32 for light-buffer? Especially if we want to get HDR.
bump What i want. I want to acess the light-buffer (picture from Insomniac Pre-lighting presentation) [IMG] and modify it, like a back-buffer...
Is it possible to access the "light buffer texture" in PostProcess shader, like _CameraDepthNormalsTexture?
it's because i want to unpack color(128, *, *) to vector(0, *, *), with standart UnpackNormal it will be (0.00392..., *, *)
Daniel Brauer I prefer to use normal.xy = packednormal.wy * (255.0 / 128.0) - 1.0; instead normal.xy = packednormal.wy * 2 - 1;
Unity is already doing this, when you choise "Texture Type - Normal Map" and "Format - Compressed" in texture inspector