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That's because the water surface is written into the depth buffer, and rendered to a texture that the blend shader uses.
He is probably talking about the sketch effect. With Telltale's games and Borderlands it is all about the textures anyways...
Awesome. Could you share any details on how it's done? (or even better, some code)
The physics is pretty great, good work. Waiting for the future updates
Right, my bad, missed that setting.
Just got it on the sale. Not disappointed I must say, will leave a review soon. There are few small things missing (besides those listed on your...
Sure, I understand. Still would love to see it in action in a playable build, before buying. Looks like a great asset though.
Could you share a playable build of the demo scene?
Is there a playable demo?
Awesome, but still no demo, to see how the gameplay feels?
Thanks. I am not sure if you know, but Unity's standard shader, the one on the built-in rendering pipeline uses actually 3 different shading...
Could you upload the demo? As the folder is empty. Thanks
Thanks, but my question was more in depth, are you using Unity's standard Disney diffuse, GGX and BDRF, or have you implemented the shading models...
Ok, the biggest question for me is, what shading models are you using for PBR (both diffuse and specular)?