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Yes. There's a vertex color node.
Hi. I'd like to simplify my code by always assuming the up vector for my character and camera to be 0,1,0. Would I run into any problems using...
Looks like you uploaded the update as a complete project and not as an asset.
"full freedom of writing their own game-specific movement code, but want to have a strong foundation to start with" This is exactly what I've been...
Hi all. Do I need to enable motion vectors on my static objects for the motion blur/TAA?
Hi. Currently have a system set up with Unity Projectors to do real-time fake-shadows. Looking to possibly switch over to something more modern....
Sorry if I've missed something. How do I set the frame without playing the Timeline? I have a Timeline that animates Material properties on a...
Hey. The directional shadows seem to be forcing 4 cascades/stable fit. Is this intentional? Btw that "game's contact shadows being overlaid onto...
I've been unable to reproduce it in an empty project too. The shader file itself seems to be fine if I copy it over. Error seems to come and go....
Hello I wanted to extend the example RefractedShadows shader. However switching this shader to the Standard or Standard Specular light model...
Yes. My main project is in 5.60f3.
I booted up an old backup of Unity 5.5 and updated my drivers while I'm at it (Nvidia 1070). Again, new empty project, imported NGSS and opened...
Hi thanks for the reply. I've emailed you the repro project. Regarding commenting out the lines: Commenting out [ImageEffectAllowedInSceneView]...
Here's a funny looking bug with the contact shadows. Unity 5.6, Windows 10. The scene view seems to be using the game camera's contact shadows...
I can confirm the issue has been fixed on my end. Thank you for the quick responses.
Unity 5.6.0f3. LUT 1.1.1. Camera is on a child gameobject with a local transform of pos 0,0,0 and a rotation of 0. Its world/global transform is...
Hello. There's a bug with the LUT Browser when previewing a camera: It's using the camera object's local transform rather than its world...