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Solution was found shortly after posting this; I am confused why none of the actual *tutorials* needed to do this step; but I stumbled upon the...
I have shader code like this: #pragma kernel InitMaskLayer uniform uint coordsSize; uniform StructuredBuffer<uint2> coords; RWTexture2D<float4>...
This problem affects me as well; especially since it says it's an "error" and not a "warning"; if it's an actual error what am I supposed to do?...
Ah as it turns out my issue was I didn't notice there was a little menu/popup towards the top right of the shader graph window which had all the...
I have the same issue. Unity 2020.2.1f1, URP: 10.2.2
I mean "PBR shader missing" didn't bring me anywhere, and its easy to miss which one of the million subforums on the Unity forums is the proper...
I was following a tutorial online that involved creating a PBR Shader Graph shader and when I follow the steps, I have the Universal RP package...
Thanks! So that works, but now we have the other problem that it now retains parallax. I.e the noise appears to be on multiple different "layers"...
Video is gone D:
I have a plane. The plane is not always going to be square. It might be 512 by 512 or it might be 1408 by 512. If I scale the plane to be...
I am using the frequency controls from ImprovedPerlinNoise2D, I'm not sure what you mean. See here: namespace ImprovedPerlinNoiseProject {...
Because I couldn't get it to work any other way. If I try to replicate your example (which is what I am looking for) using: o.uv = (v.texcoord -...
In the video you provided I didn't see you zoom in and out though? I saw you affect the tiling but I didn't see the "camera" pull away/go closer?...
Unfortunately that isn't the scaling I mean, in the context of the GPU Perlin Noise I mean the *Frequency* for the noise, not the X/Y tiling...
Yeah something like that helped: o.uv = v.texcoord - float4(0.5, 0.5, 0, 0); o.uv.x = o.uv.x * _Scale.x; // for...
Is there a way to go about fixing that? Alternatively, if I go the take a texture of the *Camera's* view instead, how can I adjust the shader to...
Another thing I'd like to mention is that it seems like Blit is only capturing 1 dimension of the shader output, i.e only the X or U but not both...
Yeah using your code gives me the same results as before. Something is wrong I think with how the shader outputs its information.
I'll take a look but here's my pastebin, I believe I am doing everything right, but the resolution/ubs looks wrong: https://pastebin.com/GvstNp4Y...
I am trying to acquire Perlin Noise (FBM) in real time to use for a height map, I want to output the results of the shader from here and save it...