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2
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116
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Can anybody figure out why my water shader flattens out when the both the X and Z coordinates of the position are an integer?
I am making a game in unity and decided to start making the shaders for various things like fire and smoke. When I went to make a water shader, it worked for the most part, but in the specific ...
-2
votes
1
answer
59
views
Unity - Shader Graph - Channel Mixer [closed]
I started learning Unity and Shader Graph. Right now I try to understand, how the Channel Mixer is working internally.
I put in a color R 50,G 100,B 150 and the configuration on the output-R channel ...
1
vote
0
answers
49
views
Seeing both 2 faces of the mesh in Unity
I am using Shader Graph in Unity 6 to create the dissolve effect and its Surface Type is Transparent and Rendering both sides. The problem is that this causes the back faces of the object that are ...
0
votes
1
answer
116
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(Bi)tangents in Unity Shader Graph when modifying vertices
My current shader makes a linear road mesh follow a bezier.
It also is supposed to allow for both normal uv mapping and worldspace mapping.
I tried to distort the normals and tangents along with the ...
0
votes
0
answers
33
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How can I Move a texture overlay if the texture is rendered over world space?
I am using a shader created by jess-hammer.
Image of Jess-hammer's shader
I have a very simple TerrainController which controls a tilemap that is using the shader above.
using UnityEngine;
public ...
0
votes
1
answer
135
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Shader to shader graph unity 6
I have this shader , this is what the code looks like:
Shader "Hidden/FogOfWar"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
...
0
votes
0
answers
120
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Vertex displacement shader creating holes in the mesh (UNITY Shader Graph)
I need help with my shader graph I'm offsetting the vertices on their normal axis and somehow it causes tearing in the mesh causing there to be holes in my rock.
I've tried using a world position node ...
0
votes
2
answers
118
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Unity URP set decal Base Map via script
private void GenerateBrushTexture()
{
int textureSize = Mathf.CeilToInt(radius * 2);
brushTexture = new Texture2D(textureSize, textureSize);
for (int x = 0; x < textureSize; x++)
{
...
1
vote
1
answer
447
views
Updating a material's property in Edit Mode
I have created a simple color swap shader, and then a material from it. Now, I would like to see the effect in action in Edit Mode.
However, I receive the following error:
Instantiating material due ...
1
vote
1
answer
60
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Unity shader graph converting issue
Does anyone know how to convert this float(actually vector2?) on the image into kinda list or smth like that with just float (not vector2).
I want to use this gaussian noise to randomize my amplitude.
...
0
votes
0
answers
154
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Swapping palettes using Shader Graph in Unity
What I am trying to do is: Swap between palettes for one character. There is a character imported from .aseprite (via unity aseprite importer) and two other .asperite files that are palette ...
0
votes
2
answers
293
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Difference between world-normal calculated by sampling view-normal texture and world-normal texture
I have a custom renderer feature that create normal texture and using that.
Normal texture can be view or world space.
If I create view space normal texture and sample with the uv node of the full ...
1
vote
1
answer
370
views
How to apply a different texture to the Back face of the material in Reality Composer Pro?
I would like to apply different textures to the front and back faces of a 3D material. Specifically, when applying a texture that cuts the object in half through opacity, I want to be able to observe ...
3
votes
0
answers
246
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How to access value of time node in a shader created by Reality Composer Pro?
I am creating a shader in Reality Kit Pro that sets a material's opacity
based on the texture coordinate y-value and how much time has elapsed
since TimeStart. The Time node below is the current ``...
-2
votes
1
answer
2k
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Unity: trying to set a global shader property using .SetGlobalFloat [duplicate]
Im creating a 3d game in Unity, basically, I have a shader that the in game scanner uses, multiple things are scannable meaning there are multiple materials with the same shader. This shader is ...