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I agree with Rld, your best to create an object, place the texture on it correctly and map the UVs to it. However, if you don't have access to...
Not sure why that error is showing? Is that the only error you are getting? It says that error is from Custom/LandSurface and not this shader here?
#pragma CustomLighting should do it. However, I'm not entirely sure what the surface shader needs under the hood and that is a very basic idea of...
If you only want certain data to be passed to your custom shader, make sure you use a custom structure which only takes in your normal...
You could always try the string.Compare() function for the strings?
So I found a thread where somebody mentioned "SetTriangleStrip(Indices, subMesh);". Now, even when you go to access this variable through the Mesh...
The problem is, I get these from a DLL along with the vertex position/UVs, which were passed into a DrawIndexedPrimitiveUP function. Therefore, I...
As renman said, you should probably make moveSpeed a float variable. Also, it is set to public, which means you can edit this speed in the editor....
Looking at your code there 'numP;' isn't declared so I doubt it would go through the loop Also, a for loop increases i for you anyway (hence the...
As RC said, geometry shader would be the only way to get adjacent triangles from within a shader. They're usually used for things like...
Transparent shaders are notoriously difficult to get right with shadows and lighting at times. First of all, ZWrite Off means that the object will...
Still playing around trying to get specular within my surface shaders. I can get the desired effect easily with a vert/frag shader, but the...
Thanks rrh, just looked under my current triangle strip and it looks like some are being draw on the underside aswell, so I've made them stop...
Not 100% sure but try: Assets->Import Package->Terrian Assets. I'm assuming there's an editor script in there which gives you the option?
You will get nowhere with that attitude towards learning Unity. That being said, do you have some of the script you already use for walking? You...
Taking this from the documentation, you may want to use an axis to translate the object across: transform.Translate(Vector3.up * Time.deltaTime,...
Ok, Ive got some indices (a triangle list) and an array of vertices to go with them. However, when I used to DX function 'DrawIndexedPrimitiveUP',...
You setting the screen to windowed with Screen.SetResolution(screenWidth, screenHeight, false); try using Screen.SetResolution(screenWidth,...
The lightmapping themselves are fine, I am just trying to calculate some specular and it doesn't seem to put it in the right place at all. I have...
Now I know there is a specular that can easily be used with a blinn phong/lambert shading technique, but this requires an actual light to be in...