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And my bad, the occlusion isn't being offset by the heightmap. That seems like a silly bug.
No, set your texture to "Advanced" and in the options, enable "Bypass sRGB Sampling".
The issue is that it offsets the UV coordinate depending on the height value and the viewing angle. Sharp transitions in the height map will cause...
I'd put together a shader with 2 keywords (BLENDING and WHITE), and 3 materials with it assigned. One material with no keywords (i.e. shows vertex...
I think it's only supported in shader model 3.0+
And you're in forward rendering mode and trying to get shadows from a directional light?
It's possible that setFloat, when given a single value, is just calling the "single value" version of the API's "setFloat", rather than the array one.
I'm guessing for compatibility purposes?
Uncompressed will help here, 16bit PNG. You might be better off trying to find the source image that made the DDS file though. Also ensure that...
As BrightBit said, vector math is the main thing (dot products, matrices). You do also need to have some understanding of what's costly and...
Yes, you can't duplicate vertices in a standard vertex shader (I should have mentioned that) :P
That's not wrong, I think you just misunderstand what PBR is and what's happening. At glancing angles, all surfaces will reflect a nearly all of...
Generally for this you don't duplicate the verts, you just draw the mesh in two passes. One draws the outline (pushed verts, inverted normals) and...
Try just lerping the xyz... the w component should remain 1 for matrix multiplication's sake. v.vertex.xyz = lerp(v.vertex.xyz,...
It's a bit fiddly but it can be done. Mostly you just need to dig out the various methods that are used. I've managed to do it (set up...
With the scale factor, you'll probably want to unpack the normal (*2-1), get the Toksvig factor, then scale the normal (to scale the normal,...
Right, my bad. I thought you meant generating the factor; http://www.selfshadow.com/sandbox/toksvig.html So using it this way won't work because...
You'll need to unpack the normal map first, as the stored normal map is missing the blue channel and the red channel is stored in the alpha...
It might be that GL4 is more strict (like DX11). So you'd have to do color *= vec4(0.1);? Could be it's not picking up on those things yet.
Yes, this is possible. You could do it in a single pass without much effort. Have a look for "clear coat" shaders and stuff, too, that sounds...