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it's pretty simple. this line: half4 vc = normalize(IN.color); makes sure that the vector length is 1, but for blending, we want the vector sum to...
It should be 960x544. qHD but with the horizontal and vertical resolution divisible by 16. May I ask where you've seen it listed as 960x540?
i wonder if this means that unity is pushing for an annual release schedule, as i can't see the subscription making financial sense at the current...
haven't used that matrix before, but since it isn't in the docs (built-in shader values), perhaps you need to declare it manually in your shader...
nicloay, this is useful when you want to tile a texture multiple times over one quad. if you wanted four of each (but same) fish on every side of...
Right, I understand why you'd rather have this as a node than a shader, but I don't think there is any way to actually get vertex colors through...
pretty sure you need a realtime shader for this. depending on overall complexity of it i could probably cook something up for you.
an alternative solution would be to simply set the normal to viewdir.
Shader "Simple/Silhouette" { Properties { _MainTex ("Base", 2D) = "white" { TexGen EyeLinear } } SubShader { Pass...
you want to change the surface shader line to have alpha.#pragma surface surf Lambert alpha also change the rendertype to "Transparent".
You can't access individual rgb channels in fixed function shaders. It doesn't seem like a very complex shader but it's pretty hard to give you a...
while i think the free version is fine as it is, i have a feeling that there would be a lot fewer threads like this if rendertextures existed in...
they're based on old information. A lot of people are still sort of obsessed with the amount of triangles because it's easy to gauge the amount of...
yes, it's under "Terrain>Import Heightmap - RAW". Obviously you'll need to export or convert your heightmap to .raw if it's not already.
Hello. I recently found out that LoadLevelAsync() and its various incarnations are pro only functions. Now this is clarified in the scripting...