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So you want both objects to have the outline, then try adding the same shader to the other material, i don't know if i'm completely missing the...
sure,you use the different color channels for the different noises or even different color stages within the same color channel
It is happening because how the ouline effect works is by scaling the object and inverting the culling, for this effect the second render of the...
I don't fully understand hwat you're trying to do, but changing the particles texture on runtime is not a problem, you could just write a simple...
Most fur shaders i know use a simmilar technique as parallax occlusion, where you layer the textures on top of each other with an offset and a...
you can jsut lerp the different noise textures together with the greyscale value as an interpolator input, or you cutoff the noise texture at a...
I don't think you can use "UnityDistanceBasedTess" in an unlit shader, just in a surface shader if it's declared as the tessellation function for...
I'm trying to sample screen space uv coordinates and apply a pixel offset using a value. But i'm having the issue that the offset seems to be...
Just a quick question if there is a way to use keywords to define different shader programms. Currently messing around with Tessellation and i...
I actually managed to do it, after some dumb stuff i did :D [ATTACH] For anyone who want to have this as a post processing effect, here's a...
that actually works, thanks a lot! Now i just need to try to get it as an post rpocessing effect, so i can use it in my outline post processing!
Oh yeah, taht was my mistake, was using DX11 at the beginning and switched to dx9 but just let that there. Still sadly didn't make a difference...
I'm even more confused, did you use the exact same sahder i posted? Always get the same one colored result. I can even confirm that the texture...
Now i'm totally confused, it's not working for me, for some reasen. The depthnormals texture is rendered correctly in the frame debugger,...
Yes it does, i found out, that the _CameraDepthNormalsTexture, can't be handled like the other textures. i didn't know you had to decode it using...
Also tried that, had no effect on the results, still just plain grey. But using _CameraDepthNormalsTexture gives me grey results even in deferred...
It is set to build-in Shader, maybe i'm doing something wrong in the shader that draws the normal. This is the code i'm using to render the depth...
I tried a bunch of stuff, but the Internal-DepthNormalsTexture.shader does not seem to be writing to _CameraDepthNormalsTexture nor...
Yeah that's it, i used deferred rendering. But now my _CameraDepthNormalTexture shows only grey (probably default unity grey), with and without...
Just tried a clean fragment shader, which is also not drawing anything into the _CameraDepthNormalTexture Shader "Wayward/Normals Test" {...