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i know that, but my problem is it doesnt work with the default sprite shader. so how do i get sprites with the global fog? i think i need a custom...
but how do i get the color of the global fog? maybe some shader pro would like to show some code?
I have a 3d game with 2d sprites, i guess you call 2,5d, and i want to have fog in it. the standard one, distance fog. i dont know how though. i...
sorry for spamming your thread, let me know if you want me to pm my questions instead of taking up space here. i started doing a surface shader...
im suprised no one has done it already. wouldnt that be super useful for all the people wanting to modify the standard shader? for me, vertex...
really? i thought it would be really easy, just add another map slot and multiply it with the vertex colours before adding them to the albedo.
the occlusion worked out really well, but i have another thing i want the shader to do. i would like to have a mask for the vertex colors, a black...
superthanks, will try it out tomorrow!
this is slightly off topic, but would you know how to modify your shader to make the occlusion use the UV 1 set? I only ask here, becuase the...
any chance the vertex colours could affect the emissive texture aswell? :)
ah yeah i was using 5.3. weirdly it wouldnt update when i checked "updates". works fine now
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nice shader, its exactly what i need, but i cant get it to work. some of the StandardShaderVCGUI generates errors, and the shaders cant find some...
alright i think i need to clarify; the rooms are fully 3d, of any given shape. they can be at any position or rotation. heres a picture of what i...
thanks man but i decided to do my own. on that note, could anyone please point me in the right direction for writing something like that? a test...
hmm... i kind of want the freedom to create non box shaped rooms. i guess i can be ok with using convex shapes, but there is no...
yes im sure it wouldnt work. its not 2D. and i dont really want to constrict room shapes to a grid pattern. [IMG] this is more or less what im...
hehe yeah i saw that now. would been a lot unnecessary rooms. but yeah whats wrong with bounds.Intersect is that its done on a box shape, and i...
so im making a procedural dungeon generator. i place rooms randomly, and checking everytime a room is placed if it collides with the rooms already...
i dont belive the faulty uvs are the cause. if so, how can it work if i set normals to be calculated instead of imported? the uvs should be the...