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This is my BloomOpimized script,which is based on Unity's embedded one: using System; using UnityEngine; namespace...
As I test,_LightShadowData.r equals "1 - shadow strength" rather than shadow strength.
Same question.And that's what I am curious too.Why does it seem that some guys are quite familiar with unity's embedded vars and funcs and...
Not so sure what does "float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz);" do here: half...
It looks you rotate the edge on each side of the middle line so it would be transformed to a upright space and the half with a x coord on the...
Hmm,I can get the transform part.The rotated basis vectors are (cosθ,sinθ) and (-sinθ,cosθ),then transformed x coord is (u·c - v ·s).But not quite...
Thank you for replying. But the center line corresponds to the Pi /2 radian area,resulted from atan2(y,x).So flip x axis would be the same,right?
I create this circular sector effect shader for UI,which is used on a RawImage component on Canvas. It work perfectly on Windows,Android,iPhone X...
Thank you a lot
If it goes to UnityComputeFowardShadows,it makes sense. But my doubt is if using main directional light to cast shadow means "SHADOWS_SCREEN" (on...
Assume SHADOWS_SCREEN plus UNITY_NO_SCREENSPACE_SHADOWS equals using a single directional light shadows on mobile. then it seems it will...
In asset store there is still official legacy image effects from 4.x,which I think it still apply to 2018.
Yeah,it makes sense.But sometimes particles are needed to be rendered to a gui RT image,so the RGB value extracted from the original render could...
One thing that I don't understand is why the default unity particle additive shader use "UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0));...
If there are only directional lights and "shadow cascades" in quality settings is 0,and it's mobile platform,what kind of shadows are in use? In...
But I check out this post https://catlikecoding.com/unity/tutorials/rendering/part-7/,it says: "When the main directional light casts shadows,...
As I understand Unity realtime shadowing transfers shadow map to screen space coordinate and compare it with depth map to get the final shadowed...
Do you mean SHADOWS_SCREEN = using cascaded shadow maps ?And mobile device does not support cascades,hence in mobile device there will never be...
In UnityShadowLibrary.cginc I see: #if defined( SHADOWS_SCREEN ) && defined( LIGHTMAP_ON ) #define HANDLE_SHADOWS_BLENDING_IN_GI 1 #endif...
[ATTACH] I want to adjust the Lightmap UV a little,to erase some artifacts(like unwanted seams or dark dots on the edge of two conjuncted...