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Sorry for excavating the thread, but I want to share a solution that worked for me. It seems I had the project set to a wrong platform (Web...
UV2 is baked lightmap. UV3 is Enlighten. Your issue is probably caused by Static Batching. You have to use UV4 for custom things. Yeah, I know, a...
Edit: Thanks for the info. I couldn't understand how to preserve islands from splitting. Then I found that it always splits hard edges. [IMG]
Great. They behave well even in small resolutions! :) i thought that trees 2,3 and 7,9 are too similar. But my fellow artist doesn't agree with...
Hej! For me, they look very believeable. But they're not PBR, am I right? There are too many similar textures IMO. It's great that you pack the...
Dantus: I see. What is the proper approach, or at least more correct?
Nice trick with the Debug inspector mode
Here's a replacement for a Standard PBR shader with Fade transparency. Change line 39 for your own sorting priority (e.g. Transparent+10). //...
I don't know if there's any way to influence sorting in Unity Editor. In your own shader, you could use "Queue"="Transparent+AMOUNT". Then use...
Sorting order problems are a normal thing, unfortunately. Use Cutout type of transparency for the leaves. It will be little difference visually....
There was an identical problem in Unreal Engine. Epic added some 'DBuffer Decals' to solve it. I don't know the details, though. (look for the...
Okay... It happens only with Oculus cameras. Probably it's an issue related to when things are updated internally...
EDIT: It happens only on Oculus, so I made a post on their forums: https://forums.oculus.com/viewtopic.php?f=37&t=23062&p=268281#p268281 and...
Thanks for a detailed reply on the topic!
I have exactly the same problem. All the extra components on a prefab get reordered after I press play. It's an annyoing bug, as the only...
minhdaubu2: Sure, a good fix, but in a long run - probably an unnecessary math operation and a confusing, app-specific setting :) BTW, a quote...
Why is tonemapping automatically disabled in iso (orthographic) view? Any way to change it? [ATTACH] [ATTACH]
As mentioned by Wes McDermott here: "Unity still does a remapping of the smoothness map in their shader. This will result in Painter roughness...
Many objects in my scene have badly stretched UVs. I found that it relates to the "Auto UV max distance" option. Should the default value work...
I encountered the problem in 5.0.0 RC3. The scene baked OK till yesterday. I had a computer shutdown. Now nothing helps - clearing baked data nor...