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Maybe your bone have a scale to -1 too. When you mirror, 3d sotware multiply scale by -1 on the mirror axis and you have to reset the transform's...
I missclicked my previous answer and added some precision if you want @Mumford-and-Dragons
Hi, Did you do a mirror? You can check the scale object to see if you don't have any -100. In max you have " reset XForm ", but I don't know...
Hi, In your pragma line, you can add " alpha:fade " #pragma surface surf BlinnPhongEditor vertex:vert alpha:fade
Hi, It's more a 3D trick, but you can edit your vertex normal on your foliage planes. Search after " normal thieves foliage 3d " you should find...
Hi, I modify a bit your shader and ended with that to have your effect. I made some test and didn't had the black effect with a spotlight, tell...
Hi, It's for the GPU instancing, you can find more informations and example in unity doc here.
Hi @rylmtn , I think you made a little mistake. You created a " C# " script and not a " shader => standard surface shader " to paste this code.
Hi, In my 3Ds Max, your model looks flipped in edit poly.[IMG] You can just do that : [IMG] Here your file corrected. If you want to see the poly...
Yep 12 tri on the cube so 1/12 = 0.0833 to see the color. http://catlikecoding.com/unity/tutorials/ this guy have some good tuts
That's it. You can check that with your shader on a cube. Instead of fixed4 col = fixed4 (pid, 0, 0, 1); you can put fixed4 col = fixed4 (0.0833...
Oh yeah, that's beause " UnityObjectToViewPos " return a float3 so: " float3 vPos = UnityObjectToViewPos (v.vertex); " They didn't update this...
Hi, It's a warning for the " float4 vPos = mul (UNITY_MATRIX_MV, v.vertex); " where you can put " float4 vPos = UnityObjectToViewPos (v.vertex); "
Hi, You can access to SV_PrimitiveID only in the geometry or pixel part of the shader. (from here) So if you want the SV_PrimitiveID, you can...
Hi, when you are under 0 your alpha will be negative. You can clamp it between 0 and 1 to have your effect. Your shader give that : Shader...
Sorry, I made a mistake. But maybe this line "Some factors can prevent GameObjects from being instanced together automatically. These factors...
Hi, Here in the doc for dynamic batching they said : " Semi-transparent Shaders usually require GameObjects to be rendered in back-to-front order...
Hi, In this doc where they talk about overdraw they specify a bit about how they sort items " Unity sorts items front-to-back in the Geometry...
Hi, Another way you could do that but with a bit more preparation. In the uv channel 3 you could simply "flatten" your object. Here an example...
Hi, You can't get it from inside the shader. If you need it in C#, make your calcul in C# et set it in shader.