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Oops. It works after fixing a line as per a comment, but it's atrociously slow. My previous method of setting tangents was extremely fast, it...
That script makes it even worse. [IMG]
That C# script seems off. Assets/Plugins/FixTangents.cs(3,30): error CS0246: The type or namespace name `Mesh' could not be found. Are you...
I'm making a sphere procedural, and on all but 4 spots where two meshes(6 curved surfaces make up the cubesphere) I set the shader to show the...
Anyone else able to weigh in? Particularly on the tangents issue.
Yeah but I already tried decreasing the far clip plane. 0.1 near and 50 far z-fights exactly the same as having 10,000 far. Presumably I...
0.1 near, 5000 far. Lowering the far doesn't change anything. Changing near to 1 lets me go far enough without z-fighting, but the problem is...
[img] I'm trying to calculate Tangents and getting a seam on 3 edges of one of the faces.. New package attached.. The tangents is at...
I think I figured it out.. put "Offset 1,1" in the pass{}'s of the water shader. Now it doesn't z-fight, but the water gets smaller and smaller...
Sorry, but, i'm unsure on where in the shader code would i put the offset. Nice games btw.
I'm getting z-fighting issues between the mesh that is this planets water, and the terrain. I have the scale in Megameters(1,000KM) as I'm trying...
[img] Went to selecting the pixel that "should be" where vertex is instead of getPixelBiliniear. But for the top and bottom there is issue...
Seems it needed to be offset one pixel. I'm not sure why. void BuildUVs() { float uvX = 0.00f; float uvY = 0.00f; float fixSeam =...
Problem with the above was that I needed to use wrapMode = TextureWrapMode.Clamp; on the texture. But there is still some problem. The way...
I figured out the problem was that the pixels are set weirdly. It might set them left-right;top-down if vertices are set one way, and...
I updated the pastebin and attachment so it works a bit better, but still not there. :/
I took the 3d simplex noise function as described in http://webstaff.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf and converted it to c# as a...
I must of missed the part where it doesn't say it doesnt' work on windows. I can clearly see that it doesn't, because too many instructions....
Yeah unity is DX9.. But right, the whole issue is that the shader shouldn't explode like that on D3D and thus become unusable for windows.
I found this shader that's exactly what I need for my project. Perlin noise is too slow for the scale of generation I'm doing....