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You would need to pass in the object's transformation matrices from the previous frame (specifically the model matrix, i.e....
There are two things I notice immediately; 1. You should probably use unity_ObjectToWorld and unity_WorldToObject as the UNITY_MATRIX_X defines...
Motion vectors are simply the screen space velocity of pixels between frames and are stored in 16-bit floating point, so there isn't actually any...
Here's a basic shader that will do this; Shader "Custom/Heightmap Lighting" { Properties { _Color ("Color", Color) = (1,1,1,1)...
One way would be to find the two end points of the vector in screen space and take the difference between them; //Find the world space position...
If you just need view space depth (distance along the camera's local z axis) then you can use the LinearEyeDepth function; fixed4 frag (v2f i) :...
If you have shadows in your scene you will need to set the normal bias to 0 in your pipeline settings. It only shifts the shadowcaster vertices in...
Good point. For that I made reference to a shader I wrote for UA that does this, but I now realise I remembered it poorly - the height wasn't...
You need to flip the vertex normals if the camera is looking at the back of the mesh; [ATTACH] Annoyingly there is a bug where you can't use the...
All you really need to do is scale the line width by the gradient of the height (which you can access through screen space derivative functions);...
You would need to apply the effect to every camera. If you wanted all cameras to use the same effect controllable externally you would need to use...
Run the output of the subtract node through a saturate node before sending to the master node. As it is the values will be unclamped and will...
Well for one you aren't sampling the screen-space texture properly to account for perspective distortion; //This tex2D...
You can check whether the UVs have gone out of bounds and mask the final output; return tex_screen * (uv.y <= 1.0); This just checks against the...
All shadow sampling code is defined in "AutoLight.cginc" which you can find by downloading the builtin shaders from the Unity website. From there,...
This is definitely possible. What you would want to do is only apply the vertex offset to the output clip-space position whilst leaving all other...
This could be a number of things, although I would imagine that these lines are causing an error with the kernel, thus it cannot be 'found'. I...
This looks to be a precision issue (potentially from vertex normal interpolation). There are probably smarter ways to do this, but as a simple fix...
This would be by design. Fog is calculated simply based on the provided depth (independent of far plane) and remapping factors. If this wasn't the...
It is actually pretty close to just multiplying by the inverse projection matrix, you just need to do things in a specific order; ... struct v2f...