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You are looking for a decal system. Unity actually put out a deferred decals demo back when they released the command buffers graphics feature....
This. You're going to need some decent graphics programmers to achieve this result. Certainly you will need to chew up Unity's graphics pipeline...
Are there any assets / badges that I can put on my website to show that I am Unity certified (besides a link of course)? For example, adobe...
Thank you, it appears I am in the database now :)
Hello, I took the April 30 exam in NYC and passed (yay!). However, when I put my name / certificate ID number into the website it says I'm not in...
Thanks, your technique works! It needed a few alterations for my specific shader (I actually pass the view ray to the shader using a custom blit...
This doesn't work correctly. LinearEyeDepth returns the z position from the depth buffer, in viewspace (that is, a plane parallel to the camera...
There are some UI-specific masking operations that get done on the UI shaders directly. Otherwise some of the UI masking components wouldn't work...
Hi everyone. I am currently working on a distance field raymarching shader (see this shadertoy for an introduction). I want the raymarched...
I recently came across the prerelease page of Xamarin Studio 6.0:...
Bump. I still haven't found a solution to this, and any help would be appreciated.
Hello all, I have recently been looking into customizing Unity's deferred pipeline using CommandBuffers. I of course referenced Unity's own...
Update: It seems that this error only appears when I click the "compile and show source" button when viewing the shader in the inspector. At...
Hi Guilllaume, I tried this and got the same error. This is not entirely unexpected as the compiler complains about line 53, which is inside the...
Hello all, I am currently writing a basic vertex/fragment shader in Unity and for some reason the shader compiler is throwing this error at me:...