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I'll post an update as soon as its fixed in 5.3. Currently the fix is under review, and then we will backport it to 5.3. Sorry thats all that I...
Hey guys, sorry for the late arrival to this thread. The tree rendering is a bug with unity, and we are looking into fixing it asap.
Hey guys ... sorry for the delayed replies. Spoke internally about the status, and we are looking into it.
@wasedaigo I stand corrected on the audience it would service. This is one of the benefits of talking to the community. We are looking into the...
@xjqxzyr When posting code on the forum, wrap it in [ Code] [ /Code] << without the space
Yes ... script should set the texture as you have pointed out; and this should be done per object. So each object should have this _AlphaTex setup...
Your quote of the attribute is correct. The [PerRenderData] will allow the property to be varied per renderer using a material block.
Currently platforms eligible for ETC1 / Alpha include Andorid and Tizen (and the feature is available as of 5.2). Other platforms have native...
@xjqxzyr - This solution should work for you too. You can use the Sprite.associatedAlphaSplitTexture to workaround the problem with UI.Image and...
Yes ... We have a bug on this and also a potential fix that is under review. Problem was detected in the way we build our builtin resources which...
Ideally the _AlphaTex is not something that the user should set. The entire ETC1 + Alpha feature is handled by Unity in a transparent way to the...
We did expose the alpha texture via a new sprite api...
Did you set the texture override in the build settings to use ETC1? If it still doesn't solve the problem, then please report a bug, with a...
We would like to know more on the use case for this request. As far as I understand, ETC1 with Alpha has a very narrow audience. ETC1 doesn't...
The proper fix went to 5.3 Beta 6. An interim fix was done for 5.2, which should be available in patch 5.2.3 Patch1. Verification of results are...
This feature is working in 5.2. Some bugs related to preview UI were identified and fixed soon after. The requirements for ETC1 compression to be...
Hey @PixelSquad It seems that your shader is doing the right thing. Alpha textures on an atlas, and enabled ETC1 compression works this way... *...
Disclaimer: Just skimmed through the question so this might not be the best answer. If you have each row on a different sorting layer, then use...
We had a similar discussion here, and it has example shaders too....
Check this thread... http://forum.unity3d.com/threads/sprite-renderer-mask-on-specific-sorting-layer.356824/#post-2310992 it has the info that...