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hm yea good points, thank you
Hi, im learning/dealing with jobsystem again and i wonder what would be the best approach here in general... 1. Is it better to use only one...
Hi, im still into this problem, i want to play with the layers that makes up an image (base color, diffuse light, ambient light, other lights,...
nice, is there also a way to get the basecolor and other layers too like specular, diffuse and so on ?
is there some example script somewhere how to use AOV in combination with a shader or custompass? or how would i feed these buffers into a shader...
oh that looks promising, thanks i will try.
Hey, so i found a way to access the normalbuffer and generate some kind if lighting from it. Actually my goal is to get access to every layer...
Hi did you find anything?
Hey, im new to shaders and custom render pass. I managed to set up a regular "custom pass class" + a "custom pass fullscreen shader" that you can...
yea sure i got it :D thx again
oh that sounds like a good hint, how do i do that ? YOU WHERE RIGHT! mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; thanx a lot...
nope this is not the issue. its just a note for myself because i want to make it more complex later. at the moment im using simple int coordinates...
no as i mentioned in the first post im using marching cubes (paul bourke). the original script it had used a signed distant function and i want to...
my worldspace and localspace should be the same. i start at 0,0,0 and then i create a mesh at runtime and pass my vectors. imagine 3 for loops...
even if i copy the vertices out of the Mesh afterwards and draw it the debug-lines shows correct, but not the mesh. Vector3[] test = new...
My vertices are a list of vector3. I calculated them without any dependency to a parent, so it should be worldspace just as the debug-lines show....
Hi, im trying to generate a mesh at runtime via marching cubes. The green debug-lines are the calculated vertices at the correct position but when...
Hey Mplantady thx for your help ! I tried the first version wich is having a fixed value = 10 in the precondition, this works, thanks! But when i...
This is what i get when i name an int32 "Amount", its fine when i name it "amount" or something else. And it points to this line in SetField():...
found a little bug, i called a Int Field in a Trait "Amount", this causes an Error i guess because there is already a var with the same name (?)...