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Yes. It would make maintaining a big project with many artists much easier. You might have 5 shaders instead of a 100. It would make it so much...
It has always bothered me that Unity comes with so many shaders by default. It's probably around a 100 so it's a pretty messy state right now. Is...
It has always bothered me that Unity comes with so many shaders by default. It's probably around a 100. Is it possible to delete them so artists...
That kind of makes sense! Thanks!
When baking the lightmap using a custom lightmap, Unity moves around the uv shells, making it unoptimized. I have no idea why. I'm guessing it...
Cool thanks!
this would be my dream feature for shader graph http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Vertex_To_Fragment
The "enable random write" - flag must be set before creation. And Unity creates the RT for you. I'm also wondering if there's a work around,...
Can you use structuredBuffers in the shader graph? If not, would it be simple to add?
I've tried it. Still not working. [IMG] Shader "Instanced/testH" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {}//Needed by the Diffuse...
I'm trying to do a shader with instancing. But the shadows go through all the instanced objects. :( Like this [IMG] I'm using the example code...
Oh wow thanks bgolus! You're the king! That changes everything! Because in the example they did all the matrix calculations in setup I thought it...
Try both!
edit: SOLVED I'm trying to use a function that runs only once on each instance using #pragma instancing_options procedural:setup int...