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I've seen a enum called AssetBundleLoadResult in the document....
After taking a detailed sample of memory usage in Unity Editor Profilier, the editor shows us a long list of assets and other memory costing...
No override was used. The importer will be completely reset by a script.
The texture "5" was put into a separated atlas texture from the other numbers and marked as RGBA32 format instead of ETC2, while generally all the...
We're currently using Unity 2017.4.3f1. When I create a new ParticleSystem component, the Scaling Mode is "Local" by default, which acts as before...
Never mind. My old code accurately worked perfectly... Some glitch on operations happened yesterday, I think. The correct formula is to unpack...
Never mind, it's some kind of mistake on io or other stuff. The correct formula is unpack the texture as DTX5 with r and b channels, normalize the...
TL DR: Do anyone knows the formula Unity is using to convert the color of a texture, who's set as normal map. I've encounter a problem on Unity...
I'm currently sure it's only about red and green channel - I've tried to mess up with blue and alpha, which didn't affect the result of the convert.
Sorry for my bad expression. When you set a texture as normal type, the color is changed/fixed in Unity inspector. And the texture with changed...
I was currently woring on to convert some normal textures, which can only be used on PC with DXT5 compression, to be usable on android. The basic...
That's it. Thanks a lot. I've already changed the meathod to get tangent space light direction and view direction in vertex function, which...
Currently, I'm working on some kind of fake specular for baked terrain. I used a vector property as the light directon to bypass the baking. I...
Solved. The standard one has only reflection after baked. But as it's so "bright", I though it was specular. Baked object can have reflection,...
Solved. It's some kind of pit. The shader must have a "Transparent" in its name path, like "xx/Transparent/xx" or Unity won't check the alpha of...
I'm using a surface shader modified from "legacy/mobile/diffuse" for the trees in a mobile game. I've added the "addshadow" code after the...
I saw the problem - the specular won't accurately work, but the reflection works.
I accurately want some principles of lightmapping in Unity. So I can figure out some kind of solution my self. Like how the shaders want after...
The unity version was 5.4.1f1. I've tried hand made vertex frag and surface as long as the legacy specular bump surface shaders. None of them can...
I just found most of the surface and vert + frag shaders will lose the dynamic specular effect after being baked. While I found the "Standard...