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The 1 - o.Alpha won't do... The second shader needs to output specSmoothness.a *= o.Alpha * _ContributionDiffuseSpecular. The smoothness component...
My bad, I should have explained further. The comma in between blending modes signifies separate blending mode for the alpha channel. The SL...
Actually, now that I'm thinking about it... What if the first pass multiplied the existing smoothness value by one minus the actual alpha. Then...
I'm glad to help! Especially so since deferred decals is something I'd have to look into sooner or later and now I know what are the limitations...
I think this is the best way to go around it: Your first pass uses the suggested Blend SrcAlpha OneMinusSrcAlpha, Zero One and renders to all...
I don't think you're able to add an additional buffer, because Unity has a limit of up to 4 buffers bound at once. Logical blend operations are...
I'm pretty sure that's unfortunately not possible. You can't both use alpha for controlling the transparency and also treat it as a sensible...
8.78?! And no less? That would mean it's bleeding even though you're sampling pixels nowhere near the borders! It makes no sense... One important...
Hmm that's really weird... try messing around with the border value here: float border = 1.0; uv.x = saturate(uv.x) * (1.0 - (border * 2) / (width...
The reason the bleeding problem is gone in your red tinted example is because it's caused by red values too close to 0 and 255. I thought the...
Here's my quick implementation of the function.. see if it works with that :) float4 sampleAs3DTexture(sampler2D lutTex, float3 uv, float width)...
uv.x = clamp(uv.x, 0.5 / width, (width - 0.5) / width) By the way, I'm not fully following the code you have there... It looks you have some half...
Yeah, that looks like bleeding because of linear interpolation. You should be able to avoid it by clamping your sampling area to the centers of...
I'm not sure if your math is correct, but even if it was, sampling a LUT in its unwrapped 2D form has a few major problems. First is bleeding. For...
That's actually the issue. I already suggested before to not use premultiplied alpha with regular alpha blending. You can either have one of the...
That definitely shouldn't be happening. It's a weighted sum... if both values are the same, then the result should be as well, regardless of the...
Well, regular alpha blending is basically a lerp based on the alpha. So you're using it already.
Probably because by, I believe, OpenGL convention, the z component for view space positions in front of the camera are negative... So the minus...
Actually, if you define the "VFACE" pixel shader input semantic, you can use that value to check to which side the pixel belongs and flip the...
You're making it a much bigger deal than it is. It's not that hard to remove the keywords you don't need. 128 is already generous enough,...