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Below is code I'm using to try and use GrabPass, however, in game, the result of GrabPass is completely black. I'm on windows 10 using a normal PC...
I've set up my package to be downloaded from git as you can see here. I've got everything setup nice and it seems to be working well with the...
I have an editor window where I'm setting a _serializedObject property to my currently selected object. I am trying to allow the user to modify...
I have an inspector script where I am checking for a particular property for a specific attribute if it changes, then invoking a method on the...
Just reporting two years later that this hasn't been implemented. Unity really needs a decent system for this.
King behavior, thank you.
I'm attempting to create an attribute which allows me to call a method from the inspector. Is it not possible with my current setup? Here is the...
Ultimately, parallax mapping is what I ended up using as I didn't need geometry necessary. I'd say the effect is rather successful in what I had...
So, I've been learning about stencil buffers in order to do a sort of wall fissure like in the following screenshot: [ATTACH] The Issue I am...
I really wish every forum post on this subject didn't boil down to "go check this nebulous example"
Currently going through this pain now, I want to be able to apply simple stuff like bloom without having to mess with rendering the canvas to a...
Worth noting I forgot to include a file, this includes the UnityShaderUtilities to do the custom projection matrix.
Hello, I'm currently working on a viewmodel shader which uses custom projection matrices to have a viewmodel that is effected by lighting. It...
Hello, I am currently working on a weapon selection UI to similar to Half-Life's as shown in the screen shot below: [ATTACH] As you can see, when...
Right but what property would I change? The way I'm achieving this now is by setting the Queue to be Overlay + 1 and setting ZTest Always, which I...
I'm trying to make a shader for debug drawing in-game, and want the ability to optionally have it draw over everything or z-test properly? Is...
I really appreciate such a detailed response! This is disheartening but your solution of moving just this shader to be forward rendered would...
I've been writing a view model shader which draws the model on top of everything while receiving lighting information. I tried doing this as a...
Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" "Queue" = "Geometry+2" } ZTest Always...
By putting the pass above the base forward pass I can get it to work in forward, but I want it to work in deferred, not sure what the issue is here.