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.
Thank you so much Bgolus! You're a saint.
I'm trying to edit normals in view space before converting to tangent space. As you can see from the image- the result of the Transform node...
You may not need a true Sobel. Just 4 samples in an X can look pretty good too! I'm interested in this fwidth() thing though. I've never messed...
If your sprites are all packed into an atlas, you should be able to have a per instance float4 that defines what part of the atlas each sprite...
When is the post process effect happening? If it's AfterStack, it should get everything....
hm- I'm not really sure. But maybe returning a non 1 alpha value is messing it up? Try return fixed4(attenuation, attenuation, attenuation, 1.0);
Shader "Serenity Forge/WitchShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white"...
Hey all! first time posting here. I'm an artist / tech artist / designer at a medium sized indie studio. I'm having some trouble reading...