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Hello, I think you'll find your happiness in the UnityGlobalIllumination.cginc file. In particular, the UnityGI_IndirectSpecular() function, at...
This is a shader variant's keyword. https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html
Hello, I'm trying to customize the deferred reflection pass. In order to do that, I've download the built-in shaders from the unity website and...
Yes, it's a mathematical problem. Lambertian is a non-photorealistic rendering technique then, there is no electromagnetic waves. Imagine we have...
Hello, One simple idea: Make an offscreen pass before the opaque passes which will contain a mask. Like your screen, output red color for pixels...
Unity does it under the hood with the saturate function. Irradiance: Named ndotl as Lambertian isn't right. NdotL is a part of the irradiance...
You can also download the standard shader code from the Unity website. It perform all the available passes.
In your appdata struct, you have the vertex position in object coordinate space which is available in the vertex function. struct appdata_full {...
Vertex function is called one time per vertices - i.e. if you have a triangle, vertex function will be call three times - and the resulting value...
Hello, Sorry for my English, I'm french ... You are using a surface shader, which do not care about rendering path mode. There are several ways...