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Yeah.... I implemented it, and it worked, but it's considerably slower than (int)(object). That is, without caching the delegate. public...
You can't cast directly to int. I'm not sure how it'd even compile for you. The input is actually of type System.Enum, since the whole point of...
How are you storing the event managers? Enums as Dict keys is slow. Enum to string is abysmally slow, which I discuss below. To speed up Enum...
Neat. I thought of using Enums last night, for code completion purposes. Though having one monolithic enum seems kind of unattractive to me. I...
Cool! Thanks. I'll throw in my two cents too. Cleanup() can be improved a little. For one, using a HashSet: // Message handlers that should...
I found the layout absolutely nauseating. Handwritten font everywhere, arrows pointing all over the place. Thought bubbles. Clipart. I...
1. Maybe they mean volumetric light, which really only applies to their later suggestion to have light volume primitives or meshes. Or maybe not,...
Right. Alpha blended objects aren't written to the depth buffer, so they do not cast/receive shadows. I was saying if the base mesh is still...
Does the base mesh remain opaque? I know that the shader can receive light attenuation data. There is a LIGHT_ATTENUATION macro. Maybe if you...
Witcher 3 wolf fur: [media] Awesome! So is that highlight anisotropy Kajiya-Kay? Or does the cube map have to be authored to make stretched...
The ATI Fur demo by Tomohide Kano may be a good source for implementing the Kajiya-Kay lighting model. That demo is 11 years old though, and I...
Of course. But I consider baking AO to diffuse to be one of the great "evils" of game design currently. For example you can't NOT sample the AO...
Just some thoughts / questions: With the pixel lighting on fur, are anisotropic highlights an option / possible? Some links: Kajiya-Kay and...
In addition to my previous questions (quoted at the bottom): Do you have any plans on supporting AO maps or bent normal maps? AO alone is...
That's a video from a few years ago, taken in the Blender Game Engine. Has nothing to do with Skyshop or Unity. Anyway... Box-projected...
Wow. Awesome work! I will play with it soon. Regarding the previous black specularity issue, I just noticed the other day you had PMed me....
Is this the same shells and fins tech that's been out for a decade? Don't mean to sound snide, honestly curious. :) Obviously there are...
@PolyVector I'm curious, how do you do the light scattering? It can be extremely expensive. Do you use epipolar sampling? There is some great...
I didn't say no border. I said that border = 0 should still cover the screen correctly under most circumstances. Any additional border would...
(Edit: See below) Yeah, like I said in my first post, neither border or resolution options actually do anything. I haven't yet delved in to see...