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as far as i know there is no easy way to make it work with surface shaders atm. but there is a way: uncollapse them via #pragma debug and then...
i am not sure i understand your goal correctly, but you can always use _CameraDepthTexture ("free" when running deferred) in your shader to...
very likely, this is the problem: "Additionally, depth texture support is required"
@AaronC as dreamora said the scope of angrybots is quite big. it covers everything from AI to game logic and physics to special effects and even...
oh. making some assumptions about your scene setup, i don't think this works as intended. also, it won't achieve the desired world space normals...
mh. depending on the shader and scene setup/context, renderWithShader might trigger several passes. soo, try using the following shader as your...
hey there. should be possible but probably not with the standard built in fog. what you could do though is implement fog as a post effect thus...
hello, pasting a simplified code derived from our glass shader here that should work in all cases (if not it's a bug) ... struct appdata_t...
you don't need any GL_OES_depth_texture fancyness to get some iOS depth of field up and running. while being very likely pretty slow (unless on...
FYI, unity 3.3+ has now a proper builtin function for calculating GrabPass coordinates (handles flipping for windows et al): float4...
hello, two things you might want to try: * try forcing 'forward rendering' for the camera and compare again * turn off all post processing...
hello, afaik, pow() per pixel quickly destroys performance on iOS. a lookup texture encoding the strength could probably help. "fixed4" instead of...
hehe :-) a blurred vignette would be fasted to realize with texture masked quads you draw over the screen corners only where the texture mask...
this should work fine:
lunio, what device are you building to? try disabling AutoQuality in the MainCamera and select medium quality and build that.
argh, for some reasons, the old reflective/refractive water got left out in the final rc. it was supposed to ship. i agree that it's actually...
:-) anyhow, per vertex spec (as people say) + lightmap on the pixel side (or alternatively just an ambient color) should be enough. especially...
are you using directional or point or spot lights? can you live with only 1-2 lights spec'ing? can you live with directional lights only ;-) ?...
i think he means "only part of the screens" ... there are several ways, e.g. do a Graphics.Blit(source, destination) as your first step in...
well, i guess this is what happens. but somehow you have to make those uv's and scroll directions for disconnected, randomly rotated objects ;-)