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Sorry, could you spell this out for me in code?
That didn't work I'm afraid. Do you have any other ideas? Here are the texture's settings (though I tried changing several of these options, no...
https://monosnap.com/file/S9rW2CA8u8WE1e0umtf2pzDZqN7Rq6
Hi, I have another problem with the specular part of the one directional light shader. It seems after a certain distance from camera the specular...
Hi, thanks for making this. It seems force - random between 2 constants only uses one constant. Also Play on awake with loop off doesn't seem to...
That worked, thank you
Can you check this is working? I have a base map with gloss in the alpha, I've tried various textures for the specular lookup map but I get...
Hi, would you be able to add a shader designed for mobile but with specular done per pixel not per vertex? Per vertex specular I find just too...
Hi @Kumo-Kairo, I just bought this, thanks for making it. I have a somewhat stylised requirement- I want to make the glow affect less saturated...
Thanks, might you have an ETA?
I've found fog isn't working on mobile on the physically based shaders (works ok with the mobile shaders but I want those nice speculars). Can...
It there any way to make the quad generation more robust? I've tried to make my quads as square as possible (that seems to affect things) but I'm...
And what is that encryption algorithm? FYI I'm trying to get a perfect quad wireframe with no triangles.
Is there any way to bring in a mesh with my own barycentric coordinates? For example if I wrote a per vertex attribute into the fbx from Houdini.
Hi @Arkhivrag, I just bought this, it looks great. I'm hoping you can help me, please excuse my lack of shader knowledge. I'm trying to edit...
Would it be possible for Vecrosity to store a vector for each line segment that's an average of the normals of the two points that created it, and...
Hi Eric, I'm loving the quads option that you implemented, thank you! Would you consider adding this feature- giving lines normals taken from the...
Width and height work fine but x & y offset don't
Hi Eric Last year I asked if you could add to line maker an only connect quads option and also a minimum edge angle...
What I'm really trying to achieve is a decent fog effect. Using 3D lines (so I can use Unity's fog) has the above issue. Using Vectrosity's fog...