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So I made this music video for a band called Wizard Farm. It's mostly built in Unity, but features a little bit of openFrameworks and is passed...
Thanks for the quick response. I know there's no way to do it directly from the shader... I was thinking more along the lines of getting the...
Heyo, I have two objects: a cube and a plane. They both have shaders that are being fed the same height map as a texture, and doing some...
Hmm, well if you want the outline to not overlap at all, I think the easiest thing to do would be to write a script that will blit the sprite into...
Check out the "Rim Lighting" shader here. You can use that as the basis, and just tweak a few parameters to suit your needs....
You need to tell the shader not to write to the depth buffer by using ZWrite Off. You should also set some tags, like "Queue"="Transparent",...
try this instead: float mod (float x, float y){ return x - y * floor(x/y); } float4 frag(Fragment IN) : COLOR { IN.texcoord.x =...
I hadn't seen this thread and started a new one along the same lines a couple of days ago:...
Hey, I just looked over that page again and realized it didn't contain the snippet I thought it did. You can definitely declare a global variable,...
If I understand you correctly, it seems like this is what you're looking for: http://docs.unity3d.com/Manual/SL-SurfaceShaderLightingExamples.html
Hmm in that case there must be another way to sample a color from a shader. In native OpenGL you can ping pong framebuffers in a way similar to...
Hi! I'm running into some performance issues in a pretty sparse test scene. The profiler points to Gfx.ReadbackImage, which is the result of me...
Well, I don't know what exactly you want to do or how you tried to use it already. Can you post the shader code you used it in?
Discard is very slow in general, and even more so in a surface shader. Try something like this: Shader "Custom/JordanAlphaTest" { Properties {...
You can use this simplex noise function by Ian McEwan so long as you include the license that's commented out in the code....
What is the clear flags option on the camera rendering the objects set to? If it's not depth only, try setting it to that.
Hi, I'm trying to apply a grabpass shader to a UI Image that's rendering to a screen space overlay since I want to get the whole screen, UI...
Yes, it does. Go into your sequence asset, right click and select "add storm". I've been playing around with it but so far it looks like the...