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Trying to correctly combine/blend two or more normal maps in a shader has historically been a difficult and frustrating problem. Particularly for...
>Thanks for this,it sounds promising. How would one go about it? Duplicate internal-deferredshading.shader and put it in the project folder....
Hey Tim, >I was wondering if this is confirmed as working? As far as I can tell UNITY_GLOSS_MATCHES_MARMOSET_TOOLBAG2 has been removed. We've...
So to clear things up. I did two implementations one FPTL and one clustered. The clustered implementation is quite unique and piggy backs off of...
Unity 5.3 uses mikktspace by default though content imported using previous versions of Unity will be set to legacy tangent space. You'd have to...
Did you handle this skybox in any way in photoshop? Did you import it and re-export it from photoshop? Maybe even change it in some way?
Those shots were with 512 but it looks very similar at 256x256. At 128x128 you are correct there's no longer enough pixels to sustain a reflection...
It's a possibility but not something we have discussed at this point. It's very possible though we may decide to treat all bump contributions as...
I've been out for a couple of days so my reply is a little late. Anyway here is what I have to say. I ran the same scenario through cycles in...
For now I guess all I really need is the hdr map. What's the name of the hdr map? I may have it already.
Could you provide this as a unity project I can test? Have you tested your content in something else like toolbag2, v-ray, cycles in blender etc?
>It seems a 0 smoothness value in Unity, is more or less equal to a 0.6 roughness value in substance painter This is not what we have seen in...
Thank you very much for your test and feedback :) Yeah what you're seeing is definitely the limits to 8 bit precision in normal maps. Fixing it...
Integration of mikktspace tangent space generation solution into Unity. This makes Unity compatible with a popular baker such as xNormal and...
We have now switched to GGX for both image based lighting and for conventional non ibl lights! Furthermore this release provides a major leap...