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Hey all! So we're using v1 of the post processing stack, and we're encountering this issue where ambient occlusion is applying to emission...
Hi everyone! I've been working on a system to extract the hit material from a raycast, so I can look up what footstep sound to play. Right now...
I've been doing some deeper-level shader work for a project, and I've stumbled across a strange problem. When I use a custom SurfaceOutput with...
Yeah I had considered that as an option as well, but I'm not the only developer on the project, and also have other projects that would be...
Ah, so there's no way to override UnityCG project-wide? Bummer. Looks like I've got to manually patch my code into overrides for all the shaders...
The reason I'm trying to get this working is that I'm working with a project that's been in development for a few years now, and having to...
Hello all! I'm trying to override UnityCG.cginc in Unity 5 to make it do some custom fog things. I tried dropping the file into Assets/Resources...
Right now it's an editor-focused tool, but each node is just a script attached to a GameObject. It would be totally possible to let players...
The past couple weeks I was working on another project. Fortunately, I ended up using NodeScript there, and came away with a list of needed...
I spend the last few weeks plugging away at filling out node types between other projects. Here's a list of what I have in so far: General nodes...
Hey all, I've been working with PropertyDrawers lately, and I ran into some strange behavior I can't figure out how to work around. Basically,...
I've gone and implemented my own version of Gizmos via Graphics.DrawMeshNow, which seems to be working pretty well so far. Right now it looks...
Hi all! I've been working on a tool for Unity for a bit now. It's called NodeScript, and it's intended to make scripting for level design...