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Try changing the definition from 'Shader Feature' to 'Multi Compile'. Both options are essentially the same, except multi compile keywords are...
Everyone else has already mentioned what I'd like to see for surface shader functionality, especially jbooth. To summarise what I use surface...
The cmd workaround was exactly what I needed, thanks! Try going to preferences in Unity, and select the External Tools tab. In the External...
For what it's worth, my solution to this problem was to configure Windows to open .cs files in Visual Studio Code by default, and then change the...
Having the same issue here. Double-click on a script, or click 'Open C# Project', and nothing opens. All it does is launch a bunch of Visual...
You can also decrease your camera's far clipping plane so it's only rendering as far as it needs to. Large clipping planes can strain the depth...
I don't mean to derail the progressive lightmap thread any further, but I noticed you were having trouble with this and would like to give some...
Although I do like where the progressive lightmapper is going, I do share SilverStorm's opinion with how all of this was managed. Lightmapping has...
It's a bug. For some reason the progressive lightmapper isn't baking/filtering shadowmasks properly in 2017.3. I've made a post about it here more...
I would like to share my concerns about the Progressive Lightmapper's shadowmasks, too. Something is going wrong somewhere in the baking process,...
Yes, thankfully. Surface shaders that write to o.Normal will now generate this: fixed3 worldN; worldN.x = dot(IN.tSpace0.xyz, o.Normal); worldN.y...
Try normalising your normals in the fragment shader. In your lighting function, before the lighting is calculated, add this line: s.Normal =...
It's a "feature". Lightmapped surfaces that are exposed to backfaces are considered invalid by Enlighten, so the texels are turned black. This...
There's actually nothing wrong with the lightmap, the Baked view mode in Unity is just screwed up and displaying the lightmap incorrectly. The...
Exciting stuff, I'm really looking forward to this. One issue so far: the light attenuation between dynamic and baked lights don't seem to match...
To tell the truth, I've never used realtime and baked GI together because the two never seemed to play nice together. If it was possible to use...
Another option is to set their light map scale to 0. The letters will still cast baked shadows, but they won't receive any baked lighting, so you...
Unity's light mapping is about to be overhauled and replaced by lighting modes, which uses shadow masks instead of directional specular maps. You...
It's being replaced by a new light mode system, and it's VERY good so far in my opinion. It fixed many problems we've had with mixed lighting, and...
I'd say it's the shadow distance, the roof of the corridor is not casting shadows onto the floor in the distance because the setting is too low....