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seem to get a shader compile error with the latest unity. Related to the viewDir "shader error in 'VertexPainter/SplatBlend_2Layer' : invaild...
Hijack this thread.....i think my question is related... I want to get the remaining percentage of particle life as a value. i don't understand...
awesome, I was going to ask about getting in as native functionality.... as fun as its been to learn about the Emit command, it has taken the day...
Cheers for the info, i was thinking the emt as a system in ot itself, rather than just a single particle. though the script doesnt emit particles...
I'm trying to emit a single particle on each vert of a mesh emitter. the idea is to use this for a muzzle flash effect. i've run into multiple...
yeah, i lose the color stream in favour of per life values i can set... heres the code int totalCells = _colCount * _rowCount;...
Is it possible to move a lightmapped object at run time, if the object is only set to lightmap static? I've tries this and my object seems to...
ok making some progress with my understanding, i'm now using this inline half4 LightingTranslucent (SurfaceOutputStandard s, half3...
ah that makes sense now. I've got a clearer idea of whats going on now. not working yet, but atleast i can see the correct direction :D
cheers for the reply. when i do that i get the follow error Shader error in 'JellyNewsurface': Unexpected identifier "SurfaceOutputStandard"....
i have this shader // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "JellyOldsurface" { Properties {...
hate to disagree, but i have a shader that does frame blending for particles in 5.4. you sacrifice the color stream to control the aniamtion, but...
ah, i've ended up doing the frame blending in the texture, so i can control what uvs are moved and which are not. I expect we will move to 5.5...
I want to use 2 uv channels in a particle system. one that is a static and another that use the texture sheet animation to animate over the...
awesome, cheers, getting some result now :D
I'm trying to blend the position of the verts in my object from their object position to a arbitrary position defined within the shader, For...
nope not figured it out, just posted the question twice, not sure how to get rid of the hread
Is there a way to stop the "optimize Mesh data" from stripping out the 2nd uv stream of a mesh. I wish to keep the function on, but it currently...
I also have this same issue. does anyone know a solution, even to turn the culling off of the particle system?