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Wonderful release ! ;)
@Michiel-Frankfort I don't know if it's the place to say it, but congratulations!
Thanks for the quick answer!
@Michiel-Frankfort very impressive asset! Are you planning the compatibility with the Builtin pipeline?
Usually raymarching SDF is done in fragment shader, but the need of using a BVH to, trace against is more compatible with Computer shader....
@Du-z it's bought ! ;)
@Du-z thanks for the quick answer. Just to be sure, the slicing is done in a c# script, not in the vertex shader?
@Du-z Really nice asset! I have a question: if I laod a model at runtime (with any importer available, as FBX or GLB), and that the model is a...
Thanks for the proposition! It's not urgent, so take all the time you need.
@awesomesaucelabs I don't know if it's the route you choose, but to be 'linear' and back, you can elevate the texture sample to pow(X,1/2.2) or...
@awesomesaucelabs Thanks for the notification, and congrats for that release!
Aaah I was confused: in my understanding you were generating the primitives (therefore 'approximating' the mesh) automatically. Now I understand...
@JollyTheory another question : after the compute shader has created the primitive approximation for the 3D model, is it possible to save that...
@awesomesaucelabs Just some quick information : Plattar is indeed a good exporter, and with the 'cleanest' output I think available on Unity right...
@JollyTheory : ok, thanks for the quick answer!
@JollyTheory "WebGL not officially supported" <- does that means that the asset will work, but with decreased performances?
@SpookyCat thanks for the quick answer!
@SpookyCat do you have a video example of the FFD 3x3 or 4x4 with the new asset ?
@awesomesaucelabs thanks for the work on the compressed textures! It helps a lot to keep the app responsive.
@vkovec Since the Unity Standard Shader is a PBR one, and the FBX format support the "Physical Material" from Autodesk, isn't it possible to...