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I added the netstandard.xml file to the target location but it didn't work. I removed .dll from system.Xml.dll from C:\Program...
Specifically, 2D snoise and 2D voronoi
I really need more noise functions with gradient output for procedural generation.
I changed the initial capacity to 50 from 0 and it stopped that error
The method that throws the error is called "CheckIndexOutOfBounds" that is why I think it may be a hashing error, but I'm not a hashmap expert so IDK.
The error crashes the editor. When I check the logs, it says the error comes line 754 of UnsafeParallelHashMap but when I f12 through the method...
It looks like we need to bake the barycentric coordinate into a vertex attribute, then use it to undo the interpolation in the fragment stage.
Would it be possible to "undo" the interpolation, how does the interpolation happen in the first place?
Add the mesh uv to the chunk position
Hello, I have a wrapper noise struct that uses this function from unity's noise library: float snoise (float3 v, out float3 gradient) I also use...
I've seen shader graph has a new node on the master stack relating to interpolation but I'm not sure what it is really doing
Hello, I'm thinking about rewriting unity's snoise function that returns the gradient "snoise(float3, out float3)". I want to rewrite it so the...
How can I disable the interpolation of things like uv and color input in shader graph?
The problem seems to be uv interpolation, I'm not sure how to fix it though.
Any updates?
Hey, did you get this working?
Hello, I have a triplaner shader which uses the uv0's x as the index on a 2Dtexture array for the image. The uvs get created once when the mesh is...
When I add the noise to distance and add noise gradient instead of subtract, I notice that the bad normals come in patches I have also tested the...
I am using the marching cubes algo to generate a sphere mesh. I am using a sphere SDF and unity's noise function to modulate the sphere. The noise...
float3 norm = cross(normalize(sample), -normalize(gradient)); this gets me close to what I want, but it doesn't look correct and has patches of...