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If someone else is looking for the implementation of this function, I can share my version. I found the basis for it in one of the many threads in...
Now it works. If you use a circle texture it looks great, but with other shapes it's not so good. Not quite the result that I wanted, but in...
I tried what you suggested and for some reason it didn't work. Here is the result: [SPOILER] And here is the shader I use for blending: [SPOILER]...
Thanks, it really helped improve performance! Is there really no working way to blend two colors by a gradient? Or is it just expensive to do it...
Thank you for the clarification! And if you modify the vertices in all passes, will it somehow affect performance? Or maybe not even think about it?
Hello everyone! I've been struggling with the solution for two days now. I'm using a render texture to draw on it with the texture. I need it to...
Okay, I fixed it simply by using an unmodified normal and turning off shadow retrieval. I think this is far from the best solution to the problem,...
Thanks again for the detail answer! I fixed problem with the depth only shader. Taking advantage of your responsiveness i want to ask anothe...
I create a build for android and it doesnt work on it. It looks like there is a transformation desyncrhonization in two shaders or something like...
Oh, it's was so obvious that i'm ashamed that i did not immediatly guess. Thanks, now everything works as it should.
Thanks for the answer. It worked but my main material uses vertex transofrmation and when i add a second material with depth only there are...
I need to display only non intersected areas when transparent bodies intersect. The intersection plane should be drawn. It is posible? I mean...
In that case, maybe you know a working way to render a mesh on top of everything in URP? Perhaps using ZTest isn't the best way? To be honest, I'm...
Sorry, this is a typo in the post, it is not in the code.
I'm trying to change the priority of my custom shader based on a URP / Lit shader. I only changed Ztest in it to Always for overlay drawing. The...