Graphics.DrawMesh receive shadows but not cast?
Is it possible to control shadow casting/receiving with Graphics.DrawMesh?/Patrik
View ArticleList built-in shaders in inspector
I have a variable, public var shader: Shader;and it lists all custom shaders in the dropdown in the inspector, but not the built-in ones. Is it possible to include those or find all of them somehow?/P
View Articlewhat web template tags are there?
I found UNITY_PLUGIN_PATH, UNITY_WEB_PATH, UNITY_WIDTH, UNITY_HEIGHT, UNITY_BETA_WARNING and UNITY_MANUAL_DOWNLOAD_URL in the template. Is there a complete list somewhere or is that it?I'd like to get...
View Articlecolorcode3d stereoscopic
Hi,we're investigating the possibility of using http://colorcode3d.com with unity. I'm in contact with their tech support, but things are over my head so I'm hoping someone can help me with a few...
View Articlelightwave cannot load external plug-in file (fbxlw.p)
Trying Lightwave (30 day trial) but can't get the fbx plugin to work. Downloaded plugins from http://unity3d.com/support/documentation/Manual/HOWTO-importObjectLightwave.html and followed instructions....
View Article3d textures possible? (cg sampler3D type)
Is it possible to create 3d textures in unity somehow? Or just import them as assets and use them in cg?
View Articlefog in cg fragment shader
How do I use fog in a fragment shader? #pragma fragmentoption ARB_fog_exp2 does some magic but what if I want to set the fog manually in a fragment shader?
View ArticleHow to rotate a sine function in a shader
I'm doing a simple Image Effect that distorts the image based on a sine function:fixed4 frag (v2f i) : COLOR { //Rotation vars (as used in VortexEffect.shader) //float cosLength, sinLength; //sincos...
View ArticleWhat's the right way of getting the view space normal in a surface shader?
I did this for testing:void surf (Input IN, inout SurfaceOutput o) { float3 viewN = mul ((float3x3)UNITY_MATRIX_IT_MV, o.Normal); o.Albedo = viewN * 0.5 + 0.5; o.Emission = viewN * 0.5 + 0.5; }Have...
View ArticleParticle distribution on mesh: How to implement a density map?
I'm trying to control the density of particles across a mesh when using a mesh-shape for the emitter. I have vertex colors on the original mesh to be used for the density map and need help on finding a...
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