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Yes of course, there's a lot to say here. I'll try and write in a FAQ style to anticipate some of the questions you might have, but please feel...
Hey guys! I've been working on my pool and snooker games a bit recently, this one is made with Unity with my own custom C# physics engine. I use...
No plans at the moment. It's very disappointing not to be able to create custom nodes like this any more to be honest. The subgraph approach is...
Thanks, I managed to reproduce this. I guess it's someone in the Unity team setting the class to internal without thinking. It wouldn't be the...
Ouch, thanks for letting me know about this. I'll take a look as soon as I have some time. Which version of Unity is this?
You're totally free to use this tool for any purpose, commercial stuff too. I'd be happy to know if you have any difficulties or questions about...
Hi there, thanks for the tips. It's unlikely I take this small project much further as the original main project I did this for was canned. I...
Ah that's interesting thanks for the detailed reply. Given that I use Timeline I think it doesn't make much sense for me to make compensations for...
Hey there, I didn't realise that this was an issue. In any case the tool simply provides a Playable Track in Timeline in which the timings can be...
Hey there, I created a simple tool for making 2D characters animate their mouths to audio. It consists of a custom component that sits on a...
That's good to hear. I hope you can get the nodes in your project. If you get to the bottom of why it wasn't working I'd be interested to hear.
[ATTACH] https://github.com/gilescoope/stencil Stencil is an AR experiment for Android where the user can create beautiful stencil graffiti...
I'm not sure, do you get compilation errors? Do you have the correct packages installed? I just tried with 2018.3.0f2. - start a new project with...
Hey there, from the GitHub page here https://github.com/gilescoope/shader-graph-nodes you can just click "Clone or Download" then "Download...
Shader calculations are done per pixel without accessing other pixel information (aside from DDX, DDY, fwidth) so a blur node doesn't make too...
The channel mask just makes all other components zero, so (r, g, b, a) -> (0, 0, 0, a) in your case, what you seem to be looking for is the split...
That looks great, looking forward to seeing more stuff, let me know if there was something that wasn't clear or any functionality you felt should...
I think at the moment the best way is to split it into vectors then recombine them in the shader.
I think there's no way of doing a generic blur inside a shader, as it requires access to the other pixels' data. The best you can do is - render...