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.
Apologies for echoing this in the various threads on this topic, I just wanted to note I've found where this common bug is originating from....
So I've done a triage pass and found where this bug is coming from. It's caused by the Standard Shader material interface which you can find the...
Hi all, just wanted to get an idea if this is a known issue I should be working around. Issue: any rendertexture which is previously created...
So it sounds like a platform specific bug/limitation is preventing you from doing what you intend. I'm not familiar with webgl, so I can't offer...
play with the anisotropy settings on the textures which the material references https://en.wikipedia.org/wiki/Anisotropic_filtering
Only solution is to optimise or multipass it. It's a vector based unit, so abuse that first, then rearrange for assembly op's to aid the rather...
See my answer in your other thread for an example: http://forum.unity3d.com/threads/shader-that-detects-other-mesh.349349/
So the depth buffer only records 1 depth value per pixel at a time; it's written to when a shader zwrites (Zwrite On), and things can trivially be...
Off the top of my head, one of two possible things are happening: 1) the texture is being point sampled -- if it's an editor resource, double...
I've had limited success in writing my own custom skinned mesh renderer and binding bone data as additional streams:...
Go for it - consider it public domain, no restrictions, no requirements, (no support ;)).
I thought I'd share a handy little snippet I made the other day to manage material interface complexity. Instead of writing a custom editor for...
I noticed this recently on a few effects - it appeared to be related to the "normal direction" parameter in the particle system being < 1 (eg,...
When doing it manually, avoid writing into mips -- just use a smaller temporary target (or allocate a dedicated target if you're managing your own...
tl;dr version: unfortunately can't be done like that. Long version: That can't be done with a shader - in general, think of a shader as only...
Yes you can do this, yes you can abuse parallelism to quite a high degree with it, and yes it is a common operation for dx11 era computation of a...
That's a very broad generalisation which certainly does not hold true in all circumstances; it definitely CAN hold true in some cases, but in...
Bit of a warning up front, kernel filtering is a BIG subject :) Unfortunately, generating mip maps can be quite heavy lifting for this use --...
As you may know, In PBR, to simulate the chaotic effect of micro-facet/surface roughness effectively enlarging the sampled region of the...
So all I'm turning up online is a solid "no" for this -- admittedly all the questions seem to be the usual naive "can I make my transparent thing...