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In the shader of the material passed in Graphics.Blit(src, dst, mat), set ZTest to Always. If your material for some reason needs ZTest LEqual,...
Your solution sets the shader to AlphaTest queue. Would this here maybe be a better solution? [ATTACH]
What if I make a copy of Standard.shader as for example "MyStandard", add the properties I need in UnityStandardInput.cginc to a...
That makes sense :) The reason why I was asking is because we are using SpeedTree in our project and it seems to use its own material property...
Hi, I have a shader with two UNITY_INSTANCING_BUFFER_START(). 1) UNITY_INSTANCING_BUFFER_START(First) 2) UNITY_INSTANCING_BUFFER_START(Second)...
So I played a bit more around with it. I think I can narrow down the problem to this: 1) I get cast shadow and received shadow, the received...
You say that the received shadows "are" being dithered, but if I remove the ShadowCaster pass, I get a fully transparent wall when the pixels have...
Hi uwdlg! Thank you for your reply. When I do what you suggested, the shadow casted by the object stays, but the shadow it receives also stays....
I have a dithering transparency shader and a only cast shadow shader. The dithering transparency shader makes the object fade like in the picture....
I have a dithering transparency shader that will make a screen-door effect on an opaque object. The reason is that I want to create a fading...
@bgolus I have a dithering transparency shader that will make a screen-door effect on a opaque object. The reason is that I want to create a...