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.
I solved this by duplicating my shader, paring it down to just the gradient noise and rendering and saving it to an image. (The gradient noise...
I might be missing something but the sprite sheet is determined by the UV map on your plane geometry, not by the vertex positions that you're...
I was just working on this problem recently to make hanging flags wriggle a little in the wind, so a similar problem, but the top would be...
Been searching and testing all day today and read that in most cases a better solution is to recreate the algorithm. So I created a compiled code...
I made a world-position-based ocean/wave shader in shadergraph and I'm trying to detect when a wave passes a point in 3D world space so that I can...
Ok I wish I had a better answer than this because I'm not sure why this fixed it but, I changed this subshader settings: Blend One...
Surface shaders that I've written seem to show up OK (And if there were problems, using ADB logcat outputted errors, but all of my Vertex/Fragment...
As usual you were spot on and helped fix my problem. I actually had two problems, besides the massive inefficiency I first described, I'd also...
1.) Probably less than 20 or so at a time, I think. 2.) Could be anywhere 3.) Relatively dynamic, each will have a 'strength' value that will...
I'm trying to draw circles that will grow and fade away on a model at arbitrary points picked by a 'raycast to UV' operation. My idea was to...
Wow, neat! That was a lot easier than I expected. Thank you for pointing me in the right direction! :)
I need unique number per particle accesible in my shader. The description for ParticleSystemVertexStream.StableRandomX in the documentation sounds...
Update, I've fixed the issue. I changed the line: col = col * circle(uv, float2( (float(k)*spacing)-100., (float(n)*spacing)-100. ), 3., ccol); to...
I'm creating a dynamic tri-planar texture overlay on an unlit texture. Everythings going great except that without the following line: float...
Again, I very much appreciate your help! The background is now working perfectly. It's exactly as you described it should work. I used a standard...
Thank you so much for taking the time to reply! I really appreciate the detailed response. Let me flesh out some detail to my question as you've...
Would it be possible to use a deferred decal (like this one https://forum.unity3d.com/threads/deferred-decals.337591/) with unlit textures? I've...
Actually, this is starting to seem more like a shader sub-topic than a general graphics one. Is it possible to delete this and repost there? I...
I've been working at this a bit and one thing I've tried is using a modified standard shader but outputting the texture colors to o.Emission...
Would it be possible to use a deferred decal (like this one https://forum.unity3d.com/threads/deferred-decals.337591/) with unlit textures?