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This is the URP Light structure. > RealtimeLights.hlsl struct Light { half3 direction; half3 color; float distanceAttenuation;...
Is there an ETA? Feels like a very important component missing, and I prefer Amplify over SG :)
Hi, what is the way to create 'Fullscreen' shaders like in Shader Graph for URP? I don't see a template in Amplify for URP like Shader Graph has....
Reserved? :)
(FREE) Distortion Shockwaves VFX [ATTACH] A procedural distortion shader that tightly integrates with Unity’s particle system (Shuriken) to...
Yup! It's here, in the bottom category.
> Why do you think it's a mistake? All that's happening inside GetAimDirection is this: [ATTACH] AimTargetManager is a sample. It's roughly...
I think this is because the Unity docs aren't the place for learning 3D/game math, and there are certainly better sources. Some concepts you can...
[ATTACH] ^Here's an example comparing the same shader in both Shader Graph and Amplify. With Shader Graph I have to carefully manage a tangle of...
Assuming that's the issue, have you tried setting a target FPS? It may help keep things more consistent in the editor.
Cinemachine has felt essential since it's addition. Thank you for the next iteration and the work that went into it. :) I have loved using CM for...
Thank you :) I was hoping there would be a way to route into the function, but at least for now, since I don't have a pressing need to be overly...
So~ I'm working on making the same massive shader graph cleaner and more modular by breaking it apart into HLSL and Amplify Functions. I haven't...
Hi! Thanks for the reply. Yes, but the current shader is massive and has multiple includes. I will try and get a minimum version to you in DMs.
Hi there, any idea why adding the selected Blend Normals node is causing a duplicate naming issue? If I remove it or reduce the nodes it starts...
In case it helps anyone, here's how you can set the default for an input port on a sub-graph in Shader Graph when there's nothing connected. The...
@ThomasLopez Just saw these, thanks for looking into it! While I know I could pass this data myself, I was enjoying the "it's already there"...
That was one of the ways I've done it, at least for small demos. Alternatives: - Render your camera to a texture -> you won't be limited to a...
Somewhat! That video shows what I've originally had, since my first post, where the Follow and LookAt are different. Unfortunately it's not...
That's my setup, yes. No offsets on any of the three rigs (top, mid, bottom...), just targets. [ATTACH] If I set mainCam (FreeLook) to have the...