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Ah indeed, I had messed up the commit. Thanks, fixed it
Glad to know the code references are useful enough, thanks for sharing your implementation! In the meantime I'm releasing the ShaderGraph...
Yes, the process is a bit long, but still working on a release within ShaderGraph ! Will update here once it happens.
I've just uploaded an alternate release for Unity 5.6.6 on github and pushed the code on a new branch. I have not tested exactly with which...
I have reproduced your use case to see why this happens and unfortunately I don't see a way of having the Apply button work correctly with...
Thanks for showing your experimentations. Height-based blending is actually a great idea for materials with strong height variations that never...
You are right in detecting the problem here, in my code I hard coded the setup of the inputs for that of Unity's standard shader as a necessity...
Thanks for the feedback, I had not considered pre-computing the hashing function, that's something I'll have to try!
Since this is a prototype in the mean time of something more thoroughly implemented, it has not been tested on many different configurations other...
Thanks for noticing the .NET 4 requirement, that's a mistake, will fix it. Your bug is interesting, what size of textures are you using ? The...
We have performance comparisons on page 20 of the Technical chapter: https://drive.google.com/file/d/1QecekuuyWgw68HU9tg6ENfrCTCVIjm6l/view As a...
Currently it works with the last Unity 2018 releases in the built-in render pipeline. Since the plugin plugs into parts of the Standard Shader...
Yes, the thread went up a bit before the blog post, thanks for linking it. I'll edit the top post
This is the feedback thread for our research prototype implementing Procedural Stochastic Texturing. Use this space to ask questions, offer...