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Thanks!!
Hi I'm following a video tutorial on how to make heat distortion effect. It is a post processing effect that creates a simple distortion. The...
Hi, I created a shader that needs to draw using a mask. The mask is generated in real-time based on user input. It runs well in the editor but...
I'm following this youtube tutorial: [MEDIA] Why is it that view direction minus position gives you the result seen in the preview? Isn't view...
Hi I'm struggling to understand how to transform uvs. Normally if I want to move and rotate and object on its pivot, I would first move to the...
I understand that I need to set the blending mode and the queue to allow my shader to have transparency. But why should the RenderType be set to...
Thanks! Is there a difference between 1. Blend SrcAlpha One 2. Blend One One and multiplying color * color.a?
Hi, I'm following the tutorlal in this video: [MEDIA] I'm having a problem rendering the sphere with: Blend SrcAlpha OneMinusSrcAlpha Cull Off...
Is it possible to apply an image effect to a scene that is rendered by multiple cameras?
I'm creating the texture by code. I create the texture based on an animation curve. Isn't a texture like this the way to pass an array of values...
Hi, I'm drawing the background of my game using a shader. The background is a gradient between 2 colors: [IMG] This is the shader I'm using:...
Hi, I'm following a tutorial and it calculates the depth of a fragment like this: depth = -UnityObjectToViewPos(v.vertex).z *...
That was it! Thanks!
@sbankhead My mistake, that didn't fix the problem. I only included the one from the package manager. I deleted all the files. Maybe AdMob is...
I fixed it by going to Assets > Play Services Resolver > Android Resolver > Delete Resolved Libraries
I'm getting lots of errors when I try to compile for Android. CommandInvokationFailure: Gradle build failed....
Also had this problem in 2019.3.7f1 Solved by uninstalling java 10 and installing java 8. Thanks!
That makes a lot of sense. Thanks!
Hi, I'm having trouble understanding a very simple shader(I modified the standard Unlit shader): v2f vert (appdata v) { v2f o; v.vertex...
Yes, just add CharacterCameraConstraint.cs and it will work