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Thank you @jmcclure! :)
Awesome. Thank you!
I'm getting this report, I believe, from updating from Unity 5.3 to Unity 2017. Still trying to find where the error is coming from. Would be...
OMG, there with you bud. Lots of things to laugh about over the years. Hahaha.
Just updated to Unity 2017.1 and getting this error. Guess I'll start debugging my audio code. {"Ugh"}.
Thanks, ya, I just passed z without the w divide and used that.
Ok, I just realized I was getting the perspective divide in there. I think I got it working pretty close now. There's still a bit of difference,...
Wow, and I just swapped between a surface shader and a fragment shader to write the water depth and it completely changes the values for depth. :S
I am drawing a boar standing in water. You can see in my new screenshot where his legs intersect the water. But their depths are quite different...
I did this with a 2nd camera, but the depth values don't line up for some reason. [ PLEASE HELP!!! ] 1.) I draw my "wall" depth, in my case a...
Thanks. :) Probe blending on transparent objects is not supported. Got it.
Here is a better comparison between rendering the water surface semi-transparent with alpha in the transparent render queue, and then opaque in...
You can see a comparison here where I have the water surface set onto the "Transparent-2" layer with alpha enabled, compared against the water set...
On Windows PC w/ DX9: If I setup a scene with 2 or more reflection probes that intersect, they do not blend on semi-transparent surfaces,...
Any news on this? I am having similar issues, where probes are not blending or have a black band around their borders so black areas are blended in.
Are there any known issues with rendering normals on a Linux machine? This shader gives me a pure black result on parts of the mesh on Linux, but...
Solution: Always post your question somewhere to others and you'll probably figure it out on your own almost right away afterwards. Real...
If I change the shader of an object in a script from a shader without any grabpasses to a shader with at least one grabpass, for some reason this...
I am having similar issues with this call in Unity 5. When I render my objects the scene's depth is cleared before the mesh is drawn as well.
Bump, same problem with Unity freezing up when calling LoadAsync multiple times a frame.