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Yes, I think the outline pass doesn't handle terrain instancing, which needs to be specifically handled in the shader code.
The best way to do customization like that is to use the Code Injection system from the Shader Generator 2. Unfortunately the more user-friendly...
I haven't had reports of anything similar from other users, so I'm guessing it might have something to do with your code... in any case, I won't...
The basis of that effect is the Stylized Threshold feature, probably using a custom texture here.
Here's the code injection file attached: add it through the CODE INJECTION tab in the Shader Generator 2: [ATTACH] and then Update your shader.
Using Code Injection it shouldn't be too hard, however I need to know which render pipeline you use - URP or built-in - as the code will be...
The latest update, v2.9.10, fixes that issue: Vertex UV can now use all four XYZW channels.
Unfortunately "Light 2D" are unsupported at the moment; they use a very different approach than 3D lights, so it's not trivial to adapt lit...
The particle custom data will be placed in the vertex attributes TEXCOORD data, you can see/reorder where to put that in the Custom Vertex Streams...
Can you select the last message in those errors, and copy/paste the detail from the console output please? Are you using Adressables or Asset...
@aleksandrk Just wondering if this is still in the backlog a couple years later?
Try this in the custom code: [ATTACH] half shadow = smoothstep({3}, {3} + fwidth(atten), 1 - atten); ... min(1 - ({2} * shadow), 1) (not sure why...
Unfortunately there's not much we can do shader-wise about the shadows, the shader directly receives the shadows processed by the shadow map...
Unfortunately with the technique used, it's not possible, at least out of the box. Theoretically you could maybe use a pre-pass that would only...
This was the behavior a long time ago, it was actually a mistake because additional lights don't really "create" more shadow on the model, so it...
Can you send me a small scene with that setup by email? I'll look into what is causing that gradient specifically, and how we can get rid of it.
I might have an idea about this, can you send me an email with the details so that I can send you an updated file to try?
Can you try with the Hybrid Shader 2, using the "Crisp" specular option, see if it gives different results?
Unfortunately I won't be able to help much on that matter... try to find what's different in the specs of that device that could be related to...
You can't do that out of the box, you would need to use code injection to make that work and thus know the code to make that work. This is the...