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Hi tatoforever, I was looking to render your shadows onto transparent objects, but none of my transparent shadow receiver shaders work using the...
No sorry, I used some other trickery to correct my clipping plane issue, which was the reason why i was using custom projections. I never really...
If i remember correctly, you just plug in the vsh main function into a v2f function inside a cg fragment shader , then the fsh is going to be the...
What you could do is place a camera at your lightsource and point it in its direction, render depth texture from that camera and your main camera...
This can be done using camera depth texture, then comparing every point in the mesh to it and doing the correct alpha modifications if the points...
For a shader that modifies vertex position your gonna have to modify the shadow position as well, if not the shadows wont follow(Requiring you to...
It would definetly help if he posted what type of game this was, view space modification would work if it was an infinite runner for example where...
I think he wants to do the bending based on the camera's position, thats why the changes are made in the view matrix, so they are relative to the...
If you want to send back the vertices you dont need to transpose, just do the inverse. As for your rotation problem, are you sure its the shader?...
Unity does the calculation backwards. o.pos = mul (mul(UNITY_MATRIX_P,UNITY_MATRIX_MV),v.vertex);
Actually I spoke too soon, when I use my custom projection it doesnt work, doing MUL (customProjectionMatrix, UNITY_MATRIX_MV) is COMPLETELY...
I got it to work! weeeee. I was doing it wrong at some places, so to resume : - I send the vertex into the view space provided by unity, do my...
Thank you very much for the idea, I am making progress, I've gotten the shadows to at least project on the bent objects, they just arent...
Bump. Nobody has any idea how to deform shadows at all? i changed my code to affect vertex position instead of pushing it all into the fragment,...
Ok , so here is my shader code, as you can see I implemented the shadow caster and shadow collector passes down below, now i broke down the macros...
Ok, So i figured out that the the shadow caster/shadow collector passes are in the fallback shader. So now I removed the fallback and added my own...
Hello Everyone, I have this fragment shader which does displacement of vertices based on camera distance, I also use custom projections from...