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Oh, I'm late but maybe I can help someone who has the same question. In computer graphics, the problem is called off-axis projection; see here for...
I'm working on a workaround based on the observation that the difference between the specified goal orientation and the actual goal orientation in...
I don't think this is a valid answer: the documentation of SetIKRotation states...
Wow, I haven't been here for a while. :) Not necessarily. About 7 years ago, I looked into finding an efficient algorithm. I think it's still...
I wouldn't be surprised because once blending is enabled in traditional fixed-function hardware, the data might be (computed and) transferred in...
My first thought would be depth priming.
Just tested it. Apparently, I was wrong and the initialization of uniforms doesn't matter at all. (Even if there is no property defined for it;...
I might be wrong, but I think it depends on the material: once you have a material associated with a shader, it is the material that specifies the...
I cannot test anything now, but I would assume that the "common circumstance" where it matters is when you use the exact same geometry in both...
You can also use Tags { "Queue"="Transparent+2" } or Tags { "Queue"="Transparent+3" } etc. for shaders that are even further in front. An...
The more general problem is known as CSG (constructive solid geometry). Google for GPU-based implementations of CSG and you will find a couple of...
If you switch to the Forward Rendering Path and use the options novertexlights and noforwardadd, and implement your own vertex lighting in the...
This might work with Unity4 (not sure): http://en.wikibooks.org/wiki/Cg_Programming/Unity/Projectors Let me know if it doesn't.
This page has links to two newer tutorials about surface shaders: http://en.wikibooks.org/wiki/Cg_Programming/Surface_Shaders
For basic syntax of Cg shaders, see http://en.wikibooks.org/wiki/Cg_Programming/Unity
I think I never found out how to do this in Cg vertex and fragment shaders. (Supposedly, it is a particular semantic, but I couldn't get that to...
If you use equivalent functionality on the same hardware, OpenGL ES 2.0 should usually be faster than OpenGL ES 1.1 because internally a GPU...
Sounds like your cut-out shader requires another texture for the alpha that should be written to the alpha buffer. (If I understand your question...
Original code?
I think Lerp expects a third argument between 0 and 1. Time.time will usually be greater than 1; thus, this is probably clamped to 1 which then...