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Sorry for the delayed response. When looking for fbm on google I only find problems with it in Unity pretty much so I guess it's a Unity thing,...
Hello, Is it possible to deal with .fbm textures default settings using Defaulter? I have it at work (very good tool btw, well done) and it...
I'm not sure what exactly do you mean by that. Could you be more specific because I'm not sure how are you supposed to sync with physics update?...
Thanks for all the clarification bgolus.
Thanks for the answer. It made me think though, if I'm correct the smoothed triangles use an average of the vertices normals with a weight based...
Does that mean it is possible to keep a low vertices count while having the flat style? A visually faceted cube (custom one not the Unity one)...
Hi, I just have a simple question, is this working only with forward renderring or deferred is supported?
Hello, First I think you should be sure that there is no graphic emulation enabled "Edit -> Graphic Emulation" and make sure you are on "no...
For the shadows your problem must be the pragma line. Try #pragma surface surf Standard fullforwardshadows instead of #pragma surface surf...
It seems you look for a translucent object. I guess you could look at this : http://www.farfarer.com/blog/2012/09/11/translucent-shader-unity3d/
What you could do is when you're generating your meshes and materials use something like this : renderer.material = new Material(SomeMat); with...
As you don't have any tags set it seems Unity doesn't render your objects in the right order yes. Adding this Tags {"Queue"="Transparent"...
Maybe something like this would work : - Let say X is your result from your modulo (as an integer) - _source is your source color - col is the...
Hello, I see two options for this, One would be messing with Depth (A > C > B) and rendering C later (Queue changed) with Ztest Greater instead...
You are missing a blending method, I don't know how you can add it directly in the fragment shader but you can do it with shaderlab (cf :...
Well my problem was when I changed the tag "Queue" in shader (let say "Geometry" to Geometry+1") it wouldn't register the change on the materials...
I had the same problem with Unity 5.2, it just seems that the tags are not refresh on the object when you save the shader in mono. It should be ok...
You could replace your if statement by a lerp half4 mc = tex2D (_MainTex, IN.uv_MainTex); half4 sc = tex2D (_SecondTex, IN.uv_SecondTex); half4...
Hello, I'm currently working on a game involving a lot of physics and a character controller. The project was ported from unity 4.2.2 to 5.0.1...
I am currently working on a painting tool for an iOS app. It is based on transforming the usert input to a spline and then creating a mesh...