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thanks for your answer but How can I know the model matrix is orthogonal ? if it is not orthogonal ,Should I use _World2Object buy multiply...
That means that I should use _Object2World for rotating v.normal from objectspace into worldspace?
In unity's vertex shader,I need transform v.normal to world space, but I don't understand _Object2World and UNITY_MATRIX_IT_MV. Which...
Thanks very much , You really helped me a great favor, that I worship you
this is my shader : the problem is :there is no shadow when use point light in scene How to enabled shadow?...
I would like to ask: I wrote a custom lighting methods, in the scene I use a point light, but no shadow. How to get real-time shadows?...
thanks very much
fixed4 LightingMyLambert_PrePass(SurfaceOutput s, fixed4 light) { //...................??? How to write here? }
My custom lighting model has not shadow, I think because I did not written deferred lighting function ,How to write the deferred lighting ?:(...
How to enable 3.0? #pragma target 3.0 //is this ? thank you evry much .
float D=( 1.0f/( powDm* pow(NdotH,4)) ) * exp( (P-1)/ ( powDm * P) ); //error float D=1; //Ok the error message: Program...
Thank you, but I still have a few questions: 1, in your code, the prefix is "UNITY_" what it is? , Who give it value? For example:...
How to pass lighting parameters to vertex shader program ? For example, I have some lights on the scene, then calculate the lighting ,The...
hello this is an unity's surface shader in surface document: Shader "Example/WorldRefl Normalmap" { Properties { _MainTex...
hello, In unity3d, I just want a small part of objects glow, how to do? english is not good, please forgive me
cannot map display == Can not display the texture map Is the member name of the structure associated with the property name ? I tested the...
Yes, I have done as you said, the compiler has passed, can not map display. Please copy the code and then test it, thank you //Is the member...
I write a surface shader is as follows: shader "Sbin/surface/002" { properties { _MainTex("main tex",2d)="white"{} } subshader...