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Thank you for exhaustive reply. When i think some more, shadow dithering looks very much what opaque cutout shader does - both do discard/clip....
As title says : is it possible to do in single transparency subshader in shaderlab with two shadowcaster passes : - one for writing depth and...
Thank you for the concise answer !
@bgolus Hi ! Is it possible inside builtin render pipeline shader code to access shadow maps for each light source, without using additional...
Is there a pre-made function that does this, given the user-defined offsets ? As of now i use float sampledZ = tex2Dgrad(tex, (centerUV) +...
Update : i got it to work at basic level. through a lucky accident i got correct x and y coordinates and the final z coord i got by using...
I managed to create a function that takes in _CameraDepthTexture from main camera and converts it into point coordinate in object space. I also...
I suspected this will be the case, i'll go for SDF then. I don't care about mesh as long SDF can fit inside it.
Sorry to bug, but if possible please reply @bgolus
I want to make a shader that uses entire volume of mesh, regardless of its shape to display a volumetric effect. I already made few test...
Ok just to make sure : at bottom of frag there is a block of unused code that i wrote as per your instructions. Is it written properly ? Is ray...
I'm sorry to bug you again @bgolus, but i'm stuck again. I made effort to complete the code and add pictures to best review the problems i have....
Thanks for the in-depth explanation :) I'm trying to go for transparency because i will try to make a volumetric raymarcher, basically a math sdf...
I found some similar examples and tutorials but i can't understand them enough to make a transparency queued raymarching shader that properly...
is there any way to create blendshapes that can be played back in sequence so that next blendshape starts off from where previous blendshape has...