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Not sure if this is the right board for compute shader related topics.. My question is: can I use a class array to send data to and from a...
Hi everyone, I noticed that my development builds with enabled script debugging are getting an extensive performance hit. A lot more then I'm...
Well this cost you even more.. 3 more channel. You most likely want to do it to store some discrete information per vertex. In my case I use 3...
You can use two vertex colors channels. Lets call them c1 and c2.. could be red and green channel. Then assign the value 1 in channel 1 for vertex...
Hey I don't mind! Great link nonetheless. Btw. I guess I was asleep yesterday.. You don't need trigonometry if the uv's are set up correctly.....
Ah well.. but anyway - thx bgolus for this great info!
Hi everyone! I'm wondering if there is any direct way to access the interpolation values in the fragment or surface shader. What I'm looking for...
Hi Eideren, may I suggest a fix: void CreatePlane(ref GameObject planeGO, string defaultName) { ... planeGO.SetActive(enabled); } I...
Hi there, I have a problem with the current version 1.5.8 The NGSS_Directional.shader is automatically added (and removed!) in the graphics...
It's crashing for me here: Unity 5.5 and Unity 5.6 [Exception] IndexOutOfRangeException: Array index is out of range. FPSGraphC.addNumberAt()...
Found a (bit nasty) workaround BlendTree bt; controller.CreateBlendTreeInController("bt_host", out bt, 0); // now simply ignore the created...
apparently this seems a bit buggy // this will cause a "key already exist" error AnimatorState testState =...
But I have another question: why does the shader doesn't render "multi_compile_fwdadd" correctly? If I only output the Forward Add Pass like...
ok to answer my own question. It is the way to go! It doesn't matter if he is using an geometry program. it's the same method. So in very short...
Heyho! After a week of research regarding tessellation I managed to build a edge length based tessellation shader based on example shaders I...
to answer my own question I highly recommend the following link: http://forum.unity3d.com/threads/shader-lod-with-define.161608/
By shader I'm talking about everything inside the CGPROGRAM section. Everything else is the "material" in my sense. And redundancy is preventing...
Hi there, I'm wondering if there is a way to reuse one cg shader for different materials? I'm looking for a solution like in ogre where you have...
so wait.. this means the correct setup for a normal build would be: first scene is my start up scene 2nd is BoltClearScene and then all my other...
Hi, a quick question this time: when building the app. How do I prevent the debug bolt screen to show up but start with my first scene (which is...