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I have custom deferred lights that use disabled cameras to render shadow maps. The way cameras are automatically added in Dynamic Decals results...
Some issues with 1.3: ProjectionPool.Default is returning null if there are no decals in the scene when starting. The settings window has dark...
PlayerController in the demo scenes (probably other common names in there too) and Mask (UnityEngine.UI.Mask being called as Mask in the Unity UI...
First thought upon importing: this could use a namespace. Had a couple of naming conflicts. Second one: normal decals don't affect gradient...
Cool, thanks. I probably don't need more than to just mask any moving objects, but I need those 2 bits for modified BRDFs. I mean decals being...
This looks useful. Has something changed so decals can now work with ambient light only? How is the masking implemented? Does it use the normal...