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I've tried that but the differences are minimal for some reason. I think Strumpy calculates the normals in the pixel shader (frag pass?) instead...
It only looks wrong at those extreme angles. the rest of the entire model is fine, it's just under that specific circumstance something goes wrong.
Nah, the normal map is actually just a straight line there. And as I said it looks fine when I create a shader with Strumpy and even Unity's...
Hello, got Shader Forge today and oh man do I like it. But I've also come across a problem... [IMG] When I do something as simple as this with...
Is there a way to use vertex colors in the lighting graph? I'm wanting to use it for Ambient Occlusion where the lit bits have no AO and the...