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Well, seems like I found the problem: I am raycasting from a Y position of 0.5 to something that is on a Y position of 0. Considering the max...
I would find it very strange if the rotation is indeed the problem, but at the moment that's the only change I can make to make it work (or...
I'm having this weird issue at the moment where I am not sure if this is actually a bug, or if it's me doing something wrong/overseeing something....
The normal is always pointing outwards relative to the surface (that is, if it's been made proper that way), so taking the reverse if your normal,...
You're adding a single half (diff) to a float2. It's expecting 2 parameters.
The problem lies in the shadow pass. In your curved shader, you modify the vertex positions with a specific offset, but the shadowcaster/receiver...
http://docs.unity3d.com/Manual/SL-SurfaceShaderExamples.html Scroll down and look for the "Normal Extrusion with Vertex Modifier" sample.
You gotta start somewhere. :)
In a surface shader, unity takes up some amount of the interpolators. You are using 5 of them already in your shader and the total amount (with...
From your other thread... Could be multiple things: Tags {"LightMode"="ForwardBase"} is a Pass Tag and should be used in a pass, not the...
Could be multiple things: Tags {"LightMode"="ForwardBase"} is a Pass Tag and should be used in a pass, not the subshader. LIGHTING_COORDS(0,1) -...
I'm not sure if this is still valid for Unity 5.x, but read this:...
Add another pass, not just the line :) Something like this: Shader "Custom/ToonCurved" { Properties { _MainTex("Base (RGB)", 2D)...
What have you tried to make it work? You can just add a second pass (before the already existing one) with the same vertex code for the curving,...
Sorry for the late responce, haven't been very active lately and have been on vacation. :) Anyway, you want to know the difference between the...
I'm not sure on how many the surface shaders reserve, though your assumption of the better compiling in 4.5 might be a valid point that unity...
That's what I tried, but nothing seems to happen. I guess plenty of stuff is also happening within the cginc file and I don't have the time to...
I am talking about the built in tree shaders. The TreeSoftOcclusionBark.shader and TreeSoftOcclusionLeaves.shader do seem to get overwritten, but...
We have already reverted most of it so I don't have any screens for you. But I have overwritten all of the nature shaders and even if I return...
No one probably knows everything for sure (unless it has been posted somewhere), as it is likely handled within the unity shader compiler and...