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I removed the first pass after having the objects lightmapped, gpu instancing doesnt work somehow. Whatever, Thank you a lot, I will not use gpu...
it does not work, I took around 60 objects, no dynamic and static batching, and just gpu instancing enabled, Clicked on play button, and there...
Is there something im missing here? // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) //...
if you dont mind, could you please give me a specific example on how gpu instancing is implemented on that shader? Im in very need of it.
have you solved it?
Hey, are you there, man, I wanted to use The legacy/reflective/vertex lit shader but just, instead of using a cubemap, I wanted to use here...
have you found any solution?
could you suggest about changing code to have auto exposure support for opengl es?
Does it reduce big amount of performance? cz, im attempting to use it for mobile in hundreds of trees
How to implement it on a fragment shader?
from where have you got the original code?
Try upscaling the resolution of splatmap like 2048x2048
HI, Can You please give me some ideas how u're implementing texture streaming for mobile? and what should be the efficient values of these...
Hi jmunozar , Im using the light version of your pro draw call optimizer , now the issue is, I have total 8 materials in the scene and each...
Put Some Virus into The Code when it'll be encrypted..., at least, u can have some relief when their computer will groan out of pain..
Hey @UnityLighting , Isnt there any other solution to bake normal and oc into albedo map without using Photoshop?... any free tool or something?
just reopening the draft tab and reloading that site solves the problem
cant triplanar feature be added on your terrain height blend shader on github?
but how to bake normal map into albedo texture? )
Rowlan can u do anything for the old problem "terrain texture streching" i.e when raising cliffs and mountains ...the textures get streched and...