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Remember that alpha must be 0-1, but the alpha from texture does not need clamp as it's already in range. I am not sure I think about the same...
You are not using alpha in your graph. Sprites will not become transparent automatically, this is what Alpha output is for, and in your graph it's...
I am still confused by "wrapping around the sphere" part. Your shader is used to render mesh, so mesh and it's UV defines how exactly your sprite...
No, this is dropdown. It works like keyword switch, but it's used during graph authoring.
Substract current time and start time, then divide by duration. In my project I use simple "Animate" subgraph, I think it should help. [ATTACH]
I have no experience with 2D Lit, but it's a bit strange there is no emission output. In any case you can hack it by changing (lerping) between...
What is overall light direction? You can get main light no problem (custom node), you can also get additional lights, but you need loop, and well,...
Not the most performant solution, but an easy one - in my project there is component with various parameters to draw gizmos, plus static utility...
From what version of 2022 we should see a difference?
I am not sure how you ended up like this, but in short: there are various mater node setups, Lit, Unlit, Sprite, etc. and there are different...
If you just need to spawn particles in some positions and you don't care in any way what happens with them later (read as does not affect...
Why you don't spawn those particles and clear the buffer every frame? So the buffer contains only particles to spawn during next update.
I suspected exactly this, but I assumed the order of things should be made in different way. I think I tried this and it caused particles to...
Can you specify your use case? Do you want to remove elements on CPU side or from inside the graph? Or rather you just want to know if you can...
At first I suspected capacity of 1, but it was not the case. My second culprit was delta time accumulation, however changing lifetime or delay...
If you need to use stencil, you can use render objects (or something like that) renderer feature, where you can take (selected) material or shader...
It is, but shader graph does not support that out of the box, custom node is required.
Assuming the texture has no compression at all, is sampled with point filter with mip 0, and blue is correctly retrieved you are probably facing...
Nothing stops you to make shader that writes only to depth, however take into account that other object might be occluded by them because of that....
Good to hear it worked, however this should not happen as far as I know, so please report this bug with your example if it's not a problem. Also...