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@00christian00 I'm trying to do that trick with having a AudioClip with the sample rate I want, however it still seems to be running the...
Well, a tint IS a multiply, but if you multiply by less then 1, it'l always get darker. (HDR generally means allowing colors over 1 (white))
The part about lightmapped GI I agree with completly, however for light probes I disagree, as I think that Unity now applies light probes per...
Send me a pm if you want help with the actual shader! This seems like a fun small project.
Actually no, deferred decals don't cause any additional lighting. (I'm not sure how alloy's are done, but that's how they are normally used). What...
I suggest using a "Trail Renderer" but with a custom shader that handles the flickering. An idea to get you started on the shader: Use a noise...
"inside the UV", so you want it limited to a single object? "remove it the next few frames" has nothing to do with HOW the problem is solved....
If at most a few on a single object, and not overlapping between objects, and UV's are made for it, then you can use a shader that supports...
Ambient light can be solved quite easily now that Unity has moved WHEN they apply that if I remember correctly. (...
Ok, a potentially better solution, but one that is limited to objects with an even number of sides. (If not an equal number of sides you could use...
If you really want to avoid textures here's a "simple" solution: For every "object" that has a closed series of lines, you need to make those...
If you have the same color along one axis, (all pixels at that position in x are the same), you could get away with a single texture sample....
I would suggest a mesh for the water "surface", and then simply move the mesh depending on how "full" the mug is supposed to be. As to how to...
What you need is an HDR tint color, allowing it to go above 1. There are many solutions to this, and depending on what shader your using it might...
Actually it wouldn't take as long as you might think, as you'd use most of what already exists. Why would it be untextured? All I'd suggest doing...
Sadly it hasn't, at least not until 5.2. As I might have mentioned you can work around this by using OnAudioFilterRead instead, but then you have...
I though there was a way to tell it you would only move stuff further away? And that would allow early z-rejection. ALWAYS report stuff, if not...
Some links: http://aras-p.info/blog/2012/03/27/tiled-forward-shading-links/
I'm not 100% sure I did this, but I have played with per-pixel depth offsets by modifying depth output from pixel shader. (WARNING: This can/will...
If you want to get this done a little bit cheaper then a post process, (they are not so nice on mobiles sadly), you can create custom shaders for...