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Yes and no. You do not need to access the 3rd UV set via TEXCOORD4 at all. Use TEXCOORD2 in the appdata struct. And then output it on whatever...
Correct. If you specify semantics that the source mesh data doesn't have, Unity will fill in data for you to keep the GPU from crashing. For...
The "real" type is whatever format you created the texture resource as. But that doesn't matter since the type specifier is how the data in the...
UNITY_LIGHTMODEL_AMBIENTThe names of structs and variables are completely arbitrary. appdata, vertex, uv0, normal, none of that actually means...
It's blinking because when you "make it transparent" you're swapping the material being used from the original lit opaque material on the original...
By default, Unity materials only support float point and (fairly recently) signed integer values. You can have a shader uniform be a uint and...
The short answer: No. Longer answer is to get access to the shadow maps from multiple lights, the only reliable way to get the shadow maps for...
That shader looks familiar. ;) How is the mesh you're applying the material to being generated? An unfortunate caveat of Surface Shaders is the...
The issue is IN.screenPos is broken in the shadow caster pass for Surface Shaders. You need to use a custom Input variable to pass the screen...
Dynamic batching merges all batches meshes into world space. World space UVs will still work, but you’re more likely to have precision issues on...
Ah, that's a different question. Sampling the depth texture gets you the nearest visible opaque depth for the camera that the depth texture was...
Unless you're using a geometry shader, ComputeScreenPos() should always take whatever value you're outputting to SV_POSITION. In this shader,...
So I understand, you're trying to figure out how to handle zooming out and showing the sprites at a screen size smaller than the number of texels...
I'm not going to argue that it wouldn't be great if Unity could be more responsive about bugs. But usually these kinds of fixes take months to get...
The warping will be apparent in the surface's UVs, the meshes should still appear at the correct pixels. The thing is you don't need to do half...
Surface shaders expect any value you set on o.Normal to be a tangent space normal. If your mesh doesn't have tangents, setting the o.Normal will...
You're going to have to find another solution. This is the kind of bug that they'll maybe get around to fixing in a year or two.
Homogeneous clip space is the final value a vertex shader outputs. It's a 4 component representation of the screen space position which exists for...
There's one additional thing it can do, which is flip the projection matrix. You can handle this by multiplying the clip space y by...
In c#, all of the matrix construction utilities generate OpenGL style matrices, that is to say the clip space Z is between -w near clip and w far...