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Very good catch! 'Optimize Mesh Data' was enabled and 'Vertex Compression' didn't include color. Disabling 'Optimize Mesh Data' did the trick....
Something like this should satisfy your needs: List<IEnumerator> myCoroutines; void Start() { if (this.myCoroutines != null) {...
I'm trying to understand what would cause disparity between the Editor and a compiled Build when it comes to vertex data. I'm using a shared...
I've been using Resources.Load() for nearly 7 years. Never had a problem with it until now. I was able to track down my issue. If I were to...
I did more "basic" experimentation and I noticed something: If I create a brand new "Standard Surface Shader", and I replace all instanced of...
Years ago, I started a Unity project and, throughout that project's development over the years, I wrote a shader that works pretty well for my...
[IMG] There's still a small corner that's problematic but generating tangents effectively solved my issue! [IMG]
It's actually based off of your work. I have a direct copy of your shader as a test shader and I'm getting similar results on my generated...
The UVs are handled by the tri-planar shader. Considering that I currently have my viewport set to render in "normals" and that the colors of my...
[IMG] The screenshot is the viewport displaying normals. I have 3 elements: A cube. A generated geometry (marching cubes). A tri-planar shader...
I have JUST updated Unity to v5.6.1f1 and now my project outputs a bunch of errors but they're mostly variants of: GLSL compilation failed:...
PixelLight count was set to Zero... ... ... I feel stupid. I re-tested everything that's been discussed so far, including some of my previous...
I get this: [IMG] (I'm really not recycling the previous image) I'd also point out that the "o.Normal = half(0.0, 0.0, IN.facing);" doesn't seem...
I tried using VFACE (and practically copy/pasted the example you linked to try and troubleshoot my problem) but it doesn't seem to work. Then...
I'm looking for "option 3". If VFACE can accomplish this, then yeah I won't "still have to do the Lambert". By looking at the solution you...
@bgolus Thank you for the swift reply; I didn't know that about surface shaders. If I understand this correctly, you're using VFACE to determine...
I have limited knowledge of how to write custom shaders and I'm trying to do a "simple" double sided shader that lights both sides evenly. I got...
Hello, I've been taking a look at fillrate performance for my project recently (because it runs great until I increase the screen resolution) and...
None of the scripts in my project(s) are for "editor use only", if that's what you mean. After a few tests, I suppose it is isolated to one...
By the "editor log", are you referring to the Console? As in, whenever or not Unity found something odd with my scripts? If that's the case,...