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Then use one submesh and an alpha texture?
Are you using Unity 5? + Because if so I've noticed a nasty little thing where the material has a renderqueue other than -1 set to it at times...
If you wanna go even faster in this line: float4 tex = tex2D(_MainTex, input.tex.xy* _MainTex_ST.xy+ _MainTex_ST.zw); do the * + of MainTex_ST...
I'd take $10 if I was allowed, but unfortunately I'm contractually obliged to help for free :P
The only thing you're missing from your middle image to the right one is the 1D gaussian blur. Should be easy enough to implement if you just look...
Haha yeah, it seems pretty damn integral to solving your issue, most of us know what a function call in a fragment shader looks like ;) Seriously...
Can't remember where I read it, but on Desktop, fixed, half, float are all just set to float32, so that's why it makes zero difference. Put that...
From what you've said, you're only loading the texture once and not changing it loads, so what you could do is generate the texture at run time...
Packing UVs and swizzling has a performance hit though doesn't it? Especially as it leads to dependant texture reads.
Totally possible, probably not great for someone new. Also might not wanna be a shader for as many as 50 colours. Seems like a nightmare unless...
This will probably raise more questions than it answers: [MEDIA] But this video taught me ALOT about how to properly acheive effects like this...
As it says you have too many.. You're gonna need to strip it back or upgrade your shader to Shader Model 4.0
Yup.. Helps if my brains in my head when I read things - was very helpful anyway thank you, also re-read...
I see, it is a little different, especially as it's appears to be more for a deferred render pipeline. But still very useful and clears up quite a...
I also seem to not be the only person who's confused by this in Unity currently....
After looking through the following posts and attempting the examples....
That's it, thank you for your time. As always, so simple when you know how. :)
Ok just taking a look here, I can see that from your first images the third appears to be using a different shader for one of your draw events......
Hmm, this is profiler functionality I wasn't aware of. Usually just have the memory window which shows how many textures there are and memory....
Thank you, do you have a source for this information?