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It seems like between version 2018 and 2019 of unity the behavior of these settings changed, I've search online I can't find anything about this...
A lot of useful information is stored in the LightingData asset file. However this file is almost a blackbox with only a few things accessible to...
I wasn't explicit, sorry about that. This is for the editor, not for game UI. (gonna change the OP)
I know this may sound unconventional, why would I want to draw anything outside a window, right? but for now I ask you to forget the purpose and...
Yep there's a bug in it, so the bug is in the PI node, because you are using the multiplier it's creating a "2 * UNITY_PI" code which in itself if...
Sorry, to put it short, you can't. Truth is, you could do it if you somehow create a distance field solution for unity. The way that particular...
That a really weird setup, what exactly are you trying to do? Do you want the sides of the model to be black and the front to be white and then...
This was a difficult one. Apparently unreal's tonemapper changes the material transparency. So here's the thing, you are not doing anything wrong,...
The problem is that the original sampler is not being used. The reference works to reuse a sampler, not to create one, your original sampler is...
I can confirm there's an issue with view dir generation, It's using the object local position instead of world position. You can expect it to be...
Without the shader or the unreal reference is hard to tell but I can see you connected the first output of the sin Time to the multiply node, I...
Share the specular shader with us, mostly likely one of those nodes or an option on those is generating the code in the frag function. I'll take a...
That actually should be easy to do, the editor already tries to do that for every node when it sees something being used more than once so it only...
Check "depth blend" node, this should give you what you want.
The screen grab issue of not picking other objects has to do with how unity handles the screen grab pass. You can define your own pass but then...
I'll check that tomorrow, meanwhile try to do a build an attach the profiler to it. That inconsistency could be related to the editor and it...
Aside from the first part that needs to be checked for sure, why are you trying to flip the "actual" normal? When you are rendering from both...
You can't just yet, but I think it's a safe bet to expect it soon. ;) Maybe I misunderstood but isn't that just the normal "View Dir" vector?...
How is it a mess? it's just two extra nodes and some settings in the texture. I did have a long explanation though, I just wanted to be complete...
It's not the first time people ask about this, so I'll try answering this for future reference. In unity normals are packed on disk. This is...