Here are the stats from the compiled shaders (I suppose that also includes Unity's PBR shading ? Not sure how to isolate that) Terrain blending : // Stats for Vertex shader: Simple contact blending (Between an object's material and another single material) : // Stats for Vertex shader: Advanced contact blending (Between an…
I think its a good start but if you want this to shine i think there are some things that need to be done, so first i think that a thing that is detracting from this is that your tires and mirrors and barrel seem to be pure black and read as the same material same as the recess where the lights are located. the model: so…
This looks great! Here are some crits. fr16 - the neck feels broken because the head is still looking straight. It's ok to let the head follow the body and lose eye contact a bit. frame 18 - I think you need a better pose. move screen left more, lift that back leg up and really show the force that is about to be put into…
Having a problem combining 2 shaders. I have a vertex shader that I need to combine with water basic (part of Standard Assets). Can anyone help? This is the vertex shader by itself // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "sidefx/vertex_fluid_shader" { Properties { _Color ("Color", Color)…
FUCK YEAH!!!!!! Here is what I think is up: AmbientSoundMovable doesn't work over network/lan. The cue you made from the audio file should contain an Attenuation node for falloff. So, no need to place the sound in the level, it's pulled from the UPK. What this does is whoever gets to the switch first (press "E" for use),…