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Turning mip-maps off for the Anisotropic Lookup texture fixed it. Yay!
I've ported the anisotropic lighting shader from the wiki to a surface shader - works fine. Wanted to create a bumped version, but I get a lot of...
Here's my start at a particle system with rotating particles. /Patrik
Well, it was no bug and no shader issue... I'm using Camera.CopyFrom(...) which causes the shaderreplacement-camera to render using whatever...
No luck. Also tried the ShaderReplacement examples and found that the issue is present there too, in the 'depth of field' and 'glowing things'...
1. There's a script 'DOFGui' on the camera that displays the box with distance/range information - remove that from the camera to get rid of the...
Great, thanks Shawn. Some of the things I blatantly ignored in my version are present in yours so there's hope :) Have fun at GDC, /Patrik
Nice :)
Having a bit of trouble with an effect I'm putting together. It's basically the same as the underwater distortion in blush and the heat refraction...
thanks
Can't get this to work, should it or am i doing something wrong 1. draw _MainTex 2. draw alpha component of Mask using colorMask a. Result is...
love it!
That is so cool. Now I have to play with this all day, totally ruins my productivity ;) /P
Not sure about the sorting of the array, but why not use Physics.Raycast instead? Then you only get the first hit - if it's the player then you...
Replace Matrix [_Projector] with let's say Matrix [_MyMatrix] in your shader and add a script to the projector that creates _MyMatrix and feeds it...
You could just move the projector. /P
Is it possible to get offset and tiling to work for textures used with a projector? Or does Matrix[_Projector] override it? Thanks, P
Added a camera (inactive) to the projector gameObject and set it up to match the projector. This code: _ClipMatrix =...
We're testing some physics and particle effects. Screens of a jump and simultaneous cactus collision. Oversized thorns fly off as the car hits.
I'm trying to construct a Matrix to use in a shader for a projector. Projection-shaders normaly use _Projection and _ProjectionClip Matrices, and...