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So I figured out how to make a double sided transparent surface shader, despite all sane knowledge on the topic informing me this should not be...
ARGH the header I was hacking onto has been changed in an update. Now I have potentially hours of refactoring. A surface shader would completely...
Okay I've decided that the best thing to do is use tag lightmode = forwardbase for my existing shader, and UsePass with a builtin additive shader....
Finally found some good information, https://forum.unity.com/threads/shaderlab-dependency-property.215130/#post-1444388
Trudging through the builtins -... theres 0-3 comments per file, everything has dependencies. Since the dependencies are by tag and not...
I would REALLY like if we could get complete docs and examples of shader builtin functionality instead of having to reference the standard...
Whats the code I would use to access these from a surface shader? Are they builtin vertex inputs? Or more importantly where did you learn about...
mirror of https://answers.unity.com/questions/1592635/terrain-surfaceshader-or-terrain-shader-supporting.html I'm having trouble figuring out how...
thats banding not moire, completely unrelated