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yeah i watched a bunch of videos on parallax mapping and steep parallax mapping so i already knew that but i didn't think about the implications
as long as i keep the parallax number small this looks correct thanks so much for the help
still doesn't look proper but it's close it might just be my height map but it's getting late for me so i'll work on it and get back tomorrow
do you mean like this float3 viewDir = IN.worldPos - _WorldSpaceCameraPos; float2 height1 = ParallaxOffset(tex2D(_Height1,...
neither of those ways look correct but at least i now know about the IN.veiwDir
so im making a simple shader that uses world space instead of uv coordinates. everything works as expected. I found code snippits for how to use...
so here is what i came up with the first function just uses a bounding box and then checks each pixel if it is inside the rotated rectangle the...
after much thought one thing that i came up with for this is i could make a jagged for loop i have yet to code it but i'll probably post it by...
ok yeah i was talking to other people and they say that what i have is roughly the most efficient way so i guess i'll just be doing that
i have yet to actually code this but i was gonna use something similar to this float isLeft( Point P0, Point P1, Point P2 ) { return ( (P1.x -...
let's get right down to business i have a 2d bool array and i need to find out if any bool within a rotated rectangle is true. i don't need to...
I'm new to shaders, and I've been working on a shader for a while now that outlines the blocks in a texture, and then having that outline emit a...