A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Hi. Just bought the asset. Opened the default Demo scene, added the second UASS for a point light, disabled the dir light and don't see shadows...
PS: Seems that in @bgolus's code there should be #ifndef SHADOWS_DEPTH
Also, the bug still reproduces on 2022.2.5, but with less chance (or we need to reload a level more times to get the crash). But it is still...
No, sorry. That happens on our very big project and stripping it down to a minimal reproduction project will be too much work.
2022.2.10f1
PS: Our temporary solution is -- we're disabling all particles on all scenes and enable them manually after the scene is loaded. Magically, that...
Hi. We've been experiencing a crash that appears on loading a new level. It is not 100%, but after some amount of loading it occurs (it could be...
Did you solve the issue? I'm struggling with the same. I thought that might be because of permissions, but...
I'm not sure, but seems that SHADOWS_DEPTH does the trick. Here's a bit of code in my shadow caster pass: #ifndef SHADOWS_DEPTH clip(dropShadow...
I'd like to control shadow casting of a submesh with some value on a vertex color or a UV channel. So, I wrote my own shadowcaster pass that...
Asking just in case of there's another obscure hack available -- Is there any way to disable directional shadow receiving in the shader code, as...
PS: Figured it out by myself. _LightShadowData.r is not shadow strength. It is "one minus shadow strength". So, to disable shadows I need to do...
Thanks a lot for the detailed explanation! I was afraid that's deep under the hood and can't be reached. Your hack looks wonderful, but it...
Hi! I'm fighting for the performance right now and I'm combining different meshes into one, drawing it with a single material/shader. I have a...
Won't work for me. I'm working with pixel-perfect pixel art and I need the exact orthographic camera.
I've made a custom shader for texturing my objects with lots of discarded areas. The problem is that unity orange outline of a selected object is...
I'm implementing a billboard-style shader (which maps a texture always facing to the camera on any 3D object). Imagine a sprite of a bush mapped...
We just updated our project to 2020 and it became impossible to work. On a large scene, every 5-10 seconds, totally randomly (even if I don't...
Just bumped into the issue. When adding alphatest:_Cutoff the result alpha channel is empty. But making a manual discard like this:...
I also wish we had this feature. For example, we have large scenes (200+ Mb) that we don't want to be text assets, but also have a lot of other...