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As is, you're doing all your displacement math in local scale. v.vertex is the local position of the vertex, which then gets later transformed...
tl:dr Is there an advantage (performance, memory or otherwise) to having a single Compute Shader with multiple kernels, even if the dispatching...
I basically converted your shader into a compute shader. For this to work though, you first have to pass in the constants and buffers in from the...
I have been working on a custom particle system too, and the solution I use for now is instancing a mesh with a single vertex at position (0,0,0)...
I whipped up a shader in Shadertoy to showcase how I would go about it. Feel free to play around with the values to see how it behaves. If you...
We are working on a city model viewer for WebGL, so we want to keep our build sizes small to be accessible for as many people as possible. For...