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A dot product gives a range of values from -1 to 1, so you might be able to remap the values to get something more gradual and use in a lerp? This...
Yes it would be possible but expensive in a node as it'd have to process multiple offset samples. However if it's just a texture sample you want...
There's some useful information about the decal system hidden away in this post...
Green probably means you haven't got a diffusion profile set https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Diffusion-Profile
It could be related to this......
@Remy_Unity was there any update to this? We are using a decal shader graph for footprints, modifying how they look over time. Instantiating the...
Thank you Seb, if I can get it to work using the refraction feature that will be great. Last time I tried i couldn't manage to get the result I...
If sampling the depth gives you 1 for the background and less than 1 for the sprites then you could use the Comparison node to mask it. Plug the...
@SebLagarde Will it be possible to access the convolved mips in the sceneColor node? I want to blur by depth in a water shader. Basically like the...
Hi Tobias, If you're talking about HDRP then last time I tried it was pretty broken but I was able to get a get it to work somewhat. The depth...
Hi, Yes! You can use custom vertex functions with surface shaders. There's a good example here which extrudes the vertices along the normal....
I managed to get depth fading in HDRP (sort of) working @SkywatchGames @azeroon and anyone else who was trying. [ATTACH] To sample the depth you...
It sounds like you do want to use fog but you need to be able to limit the effect so you never get completely flat shapes, but keep some of the...
Try adding addshadow to the line #pragma surface surf Standard fullforwardshadows vertex:vert...
I don't know your situation so it's hard to answer, but I had the same question due to a script that uses OnWillRenderObject. I need the object to...
You're welcome. By the way there was a warning on the console for 'vert' not being completely initialised so keep an eye out for that in the...
Hi Rev, It doesn't look like you initialise your 2nd uv set in the vertex program so it doesn't contain anything in the fragment program. You are...
What are the Clipping Plane values on your camera?
Hi, I suspect this fix might have caused a problem I am seeing since updating to 5.3.5 (from 5.3.2 I think). I have a particle system using...