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Hi Jodon, we have a big issue with AMS. In case we have compiling error in editor and we hit "play", after that AMS lose all the references from...
Thanks Sonic for release.
Hi Pit, - could be possible use different uv set for each channel? This could help to remove uv seams when we unwrap :) - how we can reproduce wet...
Tested b4 with unity 5.40b18 and works fine :) Thanks!
We fixed temporaly using Built-In Unity deferred buffer instead of Alloy. Quality a bit less beauty but we are able to build :)
Hi n00body, I have a big issue with latest b4 and unity 5.4.0b18. I m not able to build the app [ATTACH] Hope for a quick support since we are...
About packing it is clear, but if packed map was ok, shader apply specularAA? The limitation is injection or packer map, or together? :)
Thanks for info. So could be possible use SpecularAA also with this shaders? :)
Hi Chman, Disabling Image Effect in Scene View, now I'm able to check GI pass :) Thanks for trick! You think could be fixed in next release?...
Hi Chman, I have an issue with SSAO Pro and Unity 5.4b16. If SSAO Pro is active, I'm not able to see "Global Illumination" Pass (UV Chart,...
This was Candela SSR :)
Incredible ... We are in the same situation ... 128 keywords are not enough for next-gen games using a lot of custom shaders and fx ....
3) It is enough select all sprites, assign a unique "Package Tag" (Sprite Editor just to edit single sprite but it doesn't pack), open Sprite...
Totally agree. But you are one of the best FX/Shader dev of Unity Community and, as yours, I see a lot of good and useful assets with no update...
Thanks for info. Since we have a release for the end of May and you asset is a big part of the project (it is a big cave with a lot of vertex...
Any help? :P
1) Can you add a specific example how does scroll view works please? Would be very appreciate :) 2) Thanks for tutorial 3) In the scene examples,...
Hi ExMakina, We are doing some test with your asset. The worflow is interesting and "comfortable" :) I have some request/question: 1) There is...
Ok with SBAS is impossible, but wuold be possible pre-filter packed map in substance designer and export tga? We use a standard workflow to output...
Hi Pit, Your asset seems very interesting and usefull. As Nvyve and other studios, we use alloy for our desktop and console games. Seems that...