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You have to multiply the decal output by the green channel from the Object space position node in the decal shader.
Thank you, I was guessing correctly I must me misunderstanding some editor functionality : )
I'm trying to understand this material from the Terminal demo. Somehow it's Texture2D fields are grayed out everywhere, and in it's shader graph...
Seems it's usually done with Quaternion.FromToRotation, which is missing in Unity.Mathematics so we need to implement it manually: foreach...
I'm working on terrain boids and I must be misunderstanding how to use LookRotationSafe, but for the life of me I can't figure out how to properly...
@check_mark When I use World Space Flocking + Wrap Edges in DOTS mode I get these errors, and on Flockbox changing position all the agents align...