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Hi guys. We’re in a bit of a tight spot with our terrain shading solution for a film project. Up until now we’ve been working with the CTS...
Hi guys. I simply cannot get differed decals (2018.3 and HDRP 4.8) to work. I've isolated CTS as the problem, and can't find a workaround....
Fair point. It's a shame things go this way though, the glory days of belt-and-braces shading seem to be behind us (oh CryEngine) and now its all...
Had a quick fiddle with the new terrain shader. Not enough time really dive in but from memory: we've got a 3 map pbr workflow, really standard...
That's promising news! Any idea at this stage if current CTS presets/profiles will be useable in later (SRP) versions?
Hi @AdamGoodrich, With the brilliant team at Amplify having pushed their HDRP support in recent weeks, is there any hope on the horizon for CTS...
Hi @larsbertram1, I stumbled accross this thread today which is just as well, I tend to steer clear of the asset store. Your solution has...
I'm getting a null propagating operator error with the C#? Dusted off (and updated visual studio) but hasn't worked. Turns out my brain wasn't...
Hi Elbows, Thanks very much for this - not sure how I missed it! Is the layer criteria a new one for unity in 2018? Because in the past layers...
Few problems, can't seem to find any solutions at all. I have a small scene with 4 meshes, light-mapper refuses to touch 3 of these. So far as I...
Give it time. SG isn't supposed to compete with complete solutions out there, yet.
None at the moment. Pretty much all the node based shader composers out there have a better feature-set. But knowing UT and their past efforts,...
Now that is interesting. The _camDepthTex takes the depth info from the camera and uses it to tell the object it's point of intersection/tangency?...
Huh, I had sort of assumed they were pushing a new wind solution perhaps with the terrain system overhaul? In any case theres a decent chance...
This requires pixel depth and dithering right? I don't think it's all that difficult to achieve, I would expect UT at least wants a comparable...
I would definitely be interested in having a tinker with this when/if you decide to release it. I know a boffin who might very well be able to...
Yes I was aware of that. My point was that the solution used in Adam is likely not the same solution to be shipped with 2018.
I very seriously doubt that. Shadergraph is a visual node based coding tool, in my experience the output is not at all able to be compiled in...
I don't believe that is part of SRP, which BotD was created to showcase. There's plenty of volumetric solutions out there and I believe the demo...
That's very nice indeed. I wonder if they'll be providing a shadergraph nodestack for terrain shading features or even just let us have at their...