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Sounds like you need a material with animated transparency map. If you'll need more help you should ask this in the ShaderLab section.
Hey there Antonio ! I'm the one who spotted your youtube video, thank you so much for sharing the code! Those shaders are so good ! If I'll...
In some cases an alternative to using several UV sets is to use several materials: if you have a character that has different UV sets for...
The twirl effect that comes with unity pro is a post render camera effect you can't put it on an object :) It's possible to mask the effect,...
From what I can see this is simply a gradient(ramp) texture used as the main texture on almost all the objects there, no biggie (your objects...
"Unlit" means it's not affected by lights :) Make your model double-sided where needed then use any material you like
You can try rendering using two cameras with different settings then mixing them using some sphere object as a mask or maybe using a sphere or...
perhaps it can be done in a much more simple way, with layers manipulation, but you can try making a separate camera that renders to texture...
You can try manipulating the particles color directly use this example with some sort of distance calc // Attach this script to an existing...
Yes, the lightmap is muliplied with colormap, regarding the RGB:...
Regarding the Cameras Facing Ratio here is a shader using it with bump: http://www.unifycommunity.com/wiki/index.php?title=BumpSpecRim or...
You can do this in vertex prog: v2f vert (appdata_img v) { ... o.uv = uv + float4(offsetX,offsetY,0,1); ... } or fragment prog:...
The simplest way (not optimized) is to use an additional reflection pass like this: Shader "Toon Outline Reflection" { Properties {...
Oh come on people! This is all because of normals. The maya's HQ display setting simply interpolates them better, 3ds max had this HQ normal...
Look for parallax shaders
You can try playing with sin/tan it's not random, but sometimes it looks even better.
Shader "Diffuse Detail Specular Normal" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Gloss (A)", 2D)...
I don't know about the sewer project, but I think a good approach for this would be to make a shader that takes in the main texture of the...
If you want to optimize it further - don't use a lightmap shader :) Just bake everything (including shadows) into a single texture in your 3d...