A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Hey! That's a great point and we want to fix this but its probably too late in the release cycle to fix for 2020. We are discussing other possible...
Unsure of how you are doing the dissolve shader, but this forum post bgolus provides some good ways to fade away objects at some distance...
You can toggle cast shadows on and off by material if I remember correctly, but I think it has to be done from code by disabling the shadowcaster pass
Thats actually a screenshot from vfxgraph, another unity tool :)
Doing this physically correctly would be better done in HDRP, but this can be mostly faked in URP We are essentially gonna to mark the object as...
I don't think there is too much crazy going on here, just looks like particle age lookup into a gradient [ATTACH]Looking more at the trailers for...
This is what I had originally been thinking, but I am less certain that this is the desired effect after posting your image [ATTACH] This solution...
How are you actually converting the grey tones with color? Hard to tell what the issues is without that, but I can throw out a few ideas. Might be...
Doh! My bad. :) The general rule of thumb is certainly that opaque materials are easier to draw than transparent ones unless the overhead for...
Can easily be done in a graph by just scaling down the image slightly and just put the scaled down texture over top of a color. Does that make sense?
you are setting the dither output to the alpha clip value, but I am not certain why you would want to change that rather than just...
I would also turn down your alpha clip, as it is likely keeping you from getting the full fade desired effect
the window on the left where you add new properties is called the blackboard, and the bug is currently that you cannot drag the "default value"...
Ah are you referring to this issue here :...
There's no way to apply shadergraph to the lighting system, but to be honest I am not sure that's what you want anyways. What are you hoping to...
Does this happen to be on a mesh that has "Generate Lightmap UVs" on import? We have an active bug where using the auto generated lightmap uvs...
Ill think about it a bit, but I dont _think_ there is a way to do this purely in shadergraph or even in straight shader code.
Ah I see what you are saying. Youll only be able to check depth if you mark the object as transparent, and having a lot of objects then marked as...
Does it need to take depth into account? What do you hope to accomplish with the depth? As for player position I would just calculate that in C#...
correct, it converts the vector1 time into a vector3