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Can you send me an email and I'll provide fixed version for you
Did you forget to add Universal RP package to the project?
This might happen because of a precision problem in the shader. Please contact me and I'll provide you the modified shader for testing
I have new version available for test which includes LWRP main lighting shader. Please contact me via email with your purchase info and I'll send...
There is a directional light test in the Test folder. There's a setup you can use to change the direction. There is also gradient test in the test...
As @Almakos said I have new unreleased version available. You can get it by sending me an email.
Hi, Can you contact me via email [ATTACH] so I can give you a new version for testing. -Arto
The shaders are forward rendering shaders. I don't know how amplify impostors work so I can't say if the shaders work with it
The main change was to fix ocean shader so it works also in Direct X. There might have been some minor fixes which I don't remember. -Arto
You can't because custom lighting shader doesn't use Unity's fog.
The bloom shader is meant to be used as image effect not as ordinary material shader. You can take look at example scenes about how the bloom...
I haven't tested it with 2018 versions yet. -Arto
The script is meant to be used in situations where the texture is more subtle like seamless rock texture. I think the answer to your problem is to...
You didn't say how it didn't work. You can try to combine the meshes first using Tools->Marvelous->Combine Meshes script to combine the cubes
Hi, You can try to use UVLayoutGenerator to generate texture UVs for all cubes. You can see an example how to use it in the building scene. Look...
Yes, Marvelous Techniques has a dedicated shader for this. -Arto
If you look at the included scripts you can see how to modify shader properties. Such scripts are for example: DistanceLight.cs,...
I'll add a property to the shader UI editor to do this more conveniently. Please contact me via email and I'll send the new version to you.
Could be that the object vertex colors are black. You can try to comment out line 131 from Marvelous.cginc in Shaders folder to disable vertex colors.
MT bloom shader doesn't support selective bloom.