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seriously, now? Nobody has used shadows manually on their shaders?
I actually solved it myself, by just using some commandbuffers to save the result into rendertextures after specific events. Thanks for replying...
Hi, I just want to access the shadow map and to point light's attenuation, I have tried to UNITY_LIGHT_ATTENUATION and it didn't work. Also used...
[ATTACH] Ok I think I did it or I guess improved it. I just change the format to ARBHalf. It is still visible in some outlines of the smoke but...
Also HDR is off i just checked
I tried the code and i didn't make any difference [ATTACH]
Thank you so much for the help, you are by far the only one that "really" helps in these forums
ok so right now having described what i do and the pipeline, what should I do? You say dithering. So like have a specific dithering patter or a...
I am using the camera from steamVR since i am using HTC vive headset
Well according to documentation, default format is ARGB32
I use float4 as a return type instead of fixed4. I dont know if that would make any difference
Well i dont specify any format, so i guess it has to be the default.I only specify the resolution to match my screen
My pipeline is something like this: render the opaque geometry and save it to a rendertexture(all RTs have the screen resolution), then when i am...
Ok one update, this seems to be the result of a gaussian blur i have applied. Since i am doing raymarching in VR i have limited amount of raymarch...
Hi, i hope you can see in the pictures, i see strange contour like patterns of color gradation. Anyone has any idea how to solve it or even how i...
Hi, I have a raymarching smoke and I want to blur to remove some high frequency artifacts. However, I do not want to blur the surrounding...
It seems that i manage to make it work by having two lights one directional and one point using both base and add. However, in the base part i...
The shader part works fine. If i get too close i can actually see the circle. It seems i dont get depth values. So somehow and for some reason...
Yes i could do use point light at forwardbase using vertex lights. However i got a better insight on whats the issue. Of course i use the...
I have a simple raymarch shader that has is applied as a material in a big cube. Everything works fine when i have direction light. However when i...