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Yeah, Unity removes all the viewDir computation if you don't use normals. This makes the result significantly cheaper, but parallax won't work...
No need for an extra variable; Unity gives you all the necessary tools already: -normalize(mul((float3x3)unity_Projector, v.normal)).z The 4th...
I was so confused seeing that even with both defined(UNITY_PASS_SHADOWCASTER) && defined(SHADOWS_DEPTH) I couldn't get Unity to distinguish...
A better solution that I came up with is to use the overload of tex2D that takes precomputed derivatives, and just compute them manually....
For me this issue manifested only when building more than 1 scene, and only in some situations (reordering the scenes also affected it)....
I still don't understand why this has to be an error. If they are not actually rendered as gameobjects, why isn't the component simply ignored as...
The reason this happens is that the panoramic shader calls tex2D to retrieve the color from the texture, but that function automatically...