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I believe I figured it out. For anyone creating an array within the compute shader, make sure to set it to static. No idea why that caused the...
Ok that was definitely an issue, that I'm surprised I hadn't run into before. Unfortunately it still didn't fix my error. When I think about it,...
Is there a way to extend the time (seems like a bad solution), or is this definitely some sort of infinite loop thats causing it to take too long?
Only a single chunk on a 8x8 resolution. The CPU had no trouble with it before I started converting to using a computeShader.
At this point I've reached a dead end. I need to use the AppendStructuredBuffer as you can never be sure what index or how many triangles each...
So i've been beginning to learn how to use Compute Shaders. I've follow a couple of tutorials so i'm really just getting started with them....
Solved by use ProBuilder to fix the surface's normals and tangents
I have been following this tutorial to create a grass shader for my spherical planet. https://roystan.net/articles/grass-shader.html Currently...
Hope the title makes sense. Basic premise is that I have a general settings class that controls the rest of my code at run time. For example if...
okay that helps a bit with meshSpawning, but i'm working with raycastSpawning. And also how is that relevant to overhang detection?
What if the terrain is not using Unitys terrain. I made a custom Blender planet that i am spawning my objects on.
I'm trying to make a tool for procedurally generating objects on my terrain. Generally spawning works fairly well, but I'm trying to figure out...
Haha! That worked perfectly! Thank you so much
No the planet isn't static. Doesn't change anything when I make it static either.
Yeah I think you got the idea. Can you explain a little more what you mean by comparing the vertex normal with the normalized vertex pos? Do you...
[maxvertexcount(BLADE_SEGMENTS * 10)] void geo(triangle vertexOutput IN[3] : SV_POSITION, inout TriangleStream<geometryOutput> triStream){...
So I've been following along with this tutorial for making a grass shader, for reference I am relatively new to the shader world:...