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Thank you, bgolus, for mentioning targa! I have tried and given up as 'too hard for now' so many times to get a texture specular working and targa...
Sorry if this was more a Blender issue than a Unity one. I've figured out the problem and it was at the Blender end of things.
Hi there. I'm rigging my first character using the Rigify option in Blender, and have got a handle on weight painting and building an animation...
Oh my god. That has finally worked! I swore I had tried everything. Thank you so much for the reply!
Hi again. I've actually got it working with the WASD keys, so I'm hoping I've isolated the problem to the paths I'm using in the Action >...
Hi there. I'm a couple days into trying to get the new Input System package working and I've got a few questions about the Input Actions menu. I...
Hi there. I've finally got the opportunity to do some VR dev for work, but I'm struggling to get to grips with how to capture input from the...
I think I figured it out. One of my specular calculations was multiplying a half4 by a float and it looks like that was breaking it. So all sorted...
I'm finally getting specular working in my custom LightingPlanetSurface function but I can't seem to pass a particular variable into the function....
Thanks for the pointers. I've been looking at how to implement it, but I'm pretty sure I don't fully understand it. I think I've figured out that...
OK, thanks. I'll give that a look. Just wondering: Performance-wise would it be better to use VelocityOverLifetimeModule or to have the...
I'm making a space exploration game in which the player will encounter rings around planets. In my game I keep the player (ie camera) at position...
Good lord. Thanks again. I have checked that page so often - how are people supposed to know that THAT example is relevant - Further up on the...
Hello again... Sorry to have to ask, but I've realised the thing I needed to check was if the... float3 worldNormal =...
Thanks. And just one (!) more follow-on. I've got a second atmosphere shader that renders the cloud layer in front of the surface layer. It's a...
To answer your last question - I've used the... float3 groundNormals = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap * 4.0)); float3 waterNormals =...
Thanks for your work on this! I started (about 5 years ago) on surface shaders and I've gradually moved to VF shaders. But it's always been a...
Thanks so much for your help. I really appreciate it. Here's a stripped-back version of the shader. I might have left out a variable definition...
Thanks again for your replies! And that makes a bit more sense. I've added float3 worldNormal; (and INTERNAL_DATA) to the input struct. Trouble...
OK, there's a lot to unpack there, if you'll excuse the intentional pun. As is often the case with learning for me, there's too little information...