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Update: I got a thing! This is with the line parented to the panel. I got the coordinates using...
I am trying to draw VectorLines onto a Screen Space - Camera canvas (using a separate UI layer camera). However, I have a perspective effect, so...
Ah, it also needs the name of the executable. I'll create an issue in the github repo.
Cool! Does this also support Linux? I've installed the package and selected /opt/sublime-text/sublime-text as the executable, but nothing happens....
Do you have a release planned for this fix? If not, I'd also like to receive the patch! I'll send you an email.
It's 2018.2.16f1. I'll check if updating to 2018.2.20 helps. Update: nope, no change - still get the message, although everything appears to be...
Sorry for the late reply, I was out of town for the weekend. That is what the documentation says it does :) It's the same as before (it was...
Thanks for the update! Some issues I hit after updating: my fog busting units are no longer fog busting if fadeDuration is zero (which I think I...
> UNITY_REVERSED_Z No dice, unfortunately. I moved it out of the #ifdef CAMERA_ORTHOGRAPHIC block (since I'm using a perspective camera) and...
> Actually I think disabling the Fog Far Plane toggle on the Fog Of War component should fix this! Did some testing, and it's definitely the fog...
> Way out of my depth here on graphics programming, but is there any way to use the rendered skybox without pulling it out of the GPU? Could it...
> This is intended, but you should be able to tweak it by changing the Outside Fog Strength slider on the FogOfWar component. I don't think...
(But to quote my review - brilliant asset, good documentation, almost zero effort to get working... very pleased!)
Oh, another (smaller) issue: when I pan the camera in the game view so that I can see underneath my "floor", the fog texture becomes visible...
Most of the performance hit seems to come from skyboximage.ReadPixels(). Some googling shows that may be hard to fix :-/...
This is great! Had it up and running in just a few minutes, and the "Clear Fog" setting appears to be doing exactly what I need (show the skybox...
> set "Alpha cutoff" to 0 in shader's properties in Editor. Oh, what does that do/change?
I'm making a "time vortex"/hyperspace/trippy particle tunnel sort of effect, and while playing with the particle system settings in the editor...
Ha, well glad to hear it helped you out :)
Oh, it said "pending moderation" (or something similar) a while ago, but not anymore. I'll just copy/paste it here. The original shader posted in...