How to allow an overlapping object's edge to show in front of another object...
This is what it looks like currently, but I want the black outline to outline the whole sphere when in front of the other object in the scene. ![alt text][1] [1]:...
View ArticleWhy is shader/canvas background black?,When I run my shader code in unity the...
I am sorry if this doesn't make sense but i am new in Unity/C#. I have created this with the help of a tutorial but whenever I hit play and the "Game" starts, my canvas has a black background. I am not...
View ArticleHelp wanted: how to access Global Shader properties within a CustomFunction...
You are able to set Global shader properties with Shader.SetGlobalFloat, for instance. You are also able to access those variables from top-level shader graphs and pass them down into subgraphs. For...
View ArticleTangent affected by model's UV, shader uses custom texcoord
Good evening. I'm still a big newbie when it comes to shaders, and I've been hitting my head against a wall lately. I've been trying to convert a Parallax Occlusion Mapping shader from using model UV...
View Article,Unable to change property in shader graph
I'm using Unity 2020.2.0f1, and I can't seem to change property values and modes inside of Shader Graph. Specifically, I want to change the mode of a color from normal to HDR. And I can't do that....
View ArticleShader isn't pixel perfect
I have a shader which basically just uses perlin noise to layer several textures on top of eachother. The texture is pixel art and i want it to be pixel perfect. ![alt text][1] [1]:...
View ArticleShader: Modify XY Position of Texture
I want to write a shader that renders textures at specific XY locations. Say there are 4 textures assigned to the shader: A, B, C, D ![acbd][1] [1]: https://i.postimg.cc/3rfVf8Wx/abcd.jpg A, B, C, and...
View ArticleShader: 1 Base Texture Overlaid by 1 Transparent Texture.
Trying to write a shader that takes 2 textures. The first is a base layer which only displays RGB data and does not have any transparency. Just a basic diffuse: ![alt text][1] The transparent texture...
View ArticleShader: Mask Without a Texture?
I have a shader working that has a sampler2D for a mask. Black is hidden and white areas are visible: void surf(Input IN, inout SurfaceOutput o) { float2 newuv = TRANSFORM_TEX(IN.uv_ArmUpper,...
View ArticleGenerating normal maps, reflection map and height map at runtime from diffuse...
Hi, I am trying to generate normal map, reflection map, height map at runtime from a single albedo input image. Have searched a lot about this but did not get any solution for this. Please let me know...
View ArticleHow to border the water?
Hello, I'm getting bored, so much research time and I don’t know how to do it, I wanted to make a plane water, but when you add components, it detects that component and makes that edge, as it looks...
View ArticleLayering multiple Normal maps into one without blending in a Surface shader...
I'm remaking an older Unity project right now and I'm rewriting a shader I made for it, the main point of which being that it combines multiple textures into one and applies them to the Albedo layer....
View ArticleUnity shader question - mesh subtract boolean operation (stencil buffer)
Hi - I'm trying to achieve a subtract operation between two meshes using the stencil buffer. The example in the Unity manual for the stencil buffer is quite close to what I want to achieve. The code is...
View ArticleHow would I join two gradients together in shader graph?
In shader graph currently have two nice gradients - created using the Lerp node - and would like to join them together to make something akin to the actual gradient node. I can't use the gradient node...
View ArticleNeed help converting a custom shader to URP
For the last few days I've been following Sebastian Lague's videos about procedual generation. Since my project is based on URP and the custom shader responsible for rendering textures upon the mesh is...
View ArticleThe Best Way To Make Stylised Grass in Unity?
Hello! I have been searching for quite a long time to craft grass similar to the images below properly. So far, I have been able to confirm that they are both cell-shaded. However, I would really love...
View ArticleHelp with creating a particle material with Shader Graph
I'm trying to create a custom weapon slash trail but the problem is the transparent part of the trail renders as black. What I've done is: - On Photoshop, drew a white circle and feathered it so it...
View ArticleGraphics.CopyTexture copies wrong mip on Windows 10 build
Hey folks, so I have this super simple example code that runs fine on the **editor** but behaves weird on a **build**: // _tex is a 2D Texture with mipmap displayed on left quad...
View Articleshader graph changing with view when it isn't supposed to?
I was making a shader to colour my procedural planet, when I noticed that the coverage of green changes depending on how far you are from the object. This is a close up ! ![alt text][1] And this is...
View Article2D Unity - Light up object surfaces on collision
Hello, I'm trying to create an object that, on collision, will light up the surface of the object it collided with wherever the two objects met. For a visual example: ![alt text][1] [1]:...
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