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Dithering may be the only solution. It looks like you are just running into the limitations of the display. Keep in mind that unity uses a...
Unity lightmap importer encodes RGBE, where the alpha channel is a shared exponent for the RGB channels (as opposed to each channel having its own...
You would have to pipe the contents of the editor.log file.
You need to use the -nographics flag as well. Only exists on windows though.
OSX doesn't support Opengl 4.0, they are consistently years behind the curve
When you want hard edges, you should create a small bevel in the source model. Basically replace that edge with a very thin face. For the...
Is the filter mode on the texture set to trilinear?
Optional means that video cards which are at the 10.1 feature level may or may not support it with reduced functionality. You need to check the...
Try the frac(x) intrinsic. Another cheap alternative would be to make a global looping time constant, and update it once per frame using...
If you really need that many textures, you should probably atlas them. If you are loading tons of textures for every pixel that will seriously...
Are you exporting your normals correctly? As for the shadows, you get your choice between dithered or pixelated. There is only so much you can...
Thats where temperature accumulation would come into play, the idea is that each volume sample should absorb some light (adding to output alpha...
To really optimize it, if you are going to use volume textures, the best approach is probably to store not just the noise but the final voxelized...
That Unity scene looks like it has area lights, probably the biggest factor in establishing that look.
The specular color is reconstructed by multiplying the alpha (specular intensity) by the RGB (diffuse lighting color).
Unity uses a sort of dynamic range compression for lighting which can lead to banding in many cases. The only general solution is to turn on HDR....
You can put whatever you want in a compute buffer, and represent them as whatever data structure you want in the shader.
Yeah, blue on lighter blue is not ideal. And the beveling on the icon inside the paper just hurts readability even more at that scale.
Cross product.
You could probably use the Crysis 2 approach without any major complications (beyond the inherent complexity of the algorithm). The engine itself...