37
votes
2answers
3k views

How to render realistic ice?

I am trying to write an ice shader in Unity that looks good and at least semi-realistic. If the following shot (found on Google) was CG, what would its shader include? (the foreground cave). I might ...
11
votes
2answers
1k views

Why are trees shining in background?

Currently I am creating a forest scene in the dark, and the trees are shining far away, but when I get close they are fine. I have the shaders set to "Nature/Tree Soft Occlusion [bark/leaves]", but ...
8
votes
1answer
489 views

2D Water top surface profile

I am trying to create the effect of the water surface thickness with a vertex-fragment shader. I am in a 3D game environment but It's a scroll view so a "2D" view. Here is a good tutorial of creating ...
7
votes
2answers
2k views

Billboard rendering without distortion?

I use the standard approach to billboarding within Unity that is OK, but not ideal: transform.LookAt(camera) The problem is that this introduces distortion toward the edges of the viewport, ...
6
votes
3answers
6k views

shader tutorial for unity

I would like to start developing my own shaders within unity. For starters I would like to do a screen spaced blur. Are there any good tutorials to learn shader development besides the official ...
6
votes
1answer
396 views

Huge 2d pixelized world

I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, ...
5
votes
3answers
919 views

Does Unity's “Transparent Bumped Specular” translate to “semi-shiny must be semi-transparent”?

Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but ...
4
votes
1answer
1k views

Custom shadow mapping in Unity 3D Free Edition

Since real time hard and soft shadows are Unity 3D Pro only features I thought I will learn Cg programming and create my own shadow mapping shader. But after some digging I found that the shadow ...
4
votes
1answer
981 views

Faking 2d light using shader (Unity, Shaderlab)

Since the concept was difficult to explain in words for someone who's not quite familiar with shader, I described it in pictures. I'm currently using Unity and it seems Shaderlab is the best choice ...
3
votes
1answer
472 views

Issue with interpolation on a burn shader (lerp and smoothstep)

I'm trying to create a simple burn shader. See here for more info on the method I'm using. However, I don't get why replacing the smoothstep with a lerp results in completely different results. Am I ...
3
votes
1answer
158 views

Messed up UVs in Unity3D for Android

All of my quads appear correctly textured on the Unity3D editor, a Motorola Xoom Android tablet, and on an iPad 2: But on our Samsung Galaxy Mini 2 smartphone they kinda look like this: I wrote ...
3
votes
1answer
819 views

How'd they do it: TF2 payload cart glow?

How did the creators of TF2 make the glow on the payload cart visible through walls? Is it possible to implement this in Unity's shaderlab?
3
votes
2answers
542 views

Unity - Part of the sprite is covered in shadow

I have a sprite with Transparent/Cutout/Diffuse shader. Recieving shadows is turned on in SpriteRenderer. The light is a pointlight and I am using deffered rendering path. However when I am above or ...
3
votes
1answer
127 views

How to categorize textures into atlases

I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, ...
2
votes
2answers
374 views

Shader that “cuts” hole through all geometry

How can I create a shader that "cuts" through all geometry, only rendering the clearing background in Unity? An example: That's a prism in a huge white box-shaped room. The surface of the prism is ...
2
votes
1answer
2k views

Unity custom shaders and z-fighting

I've just readed a chapter of Unity iOS Essential by Robert Wiebe. It shows a solution for handling z-figthing problem occuring while rendering a street on a plane with the same y offset. Basically ...
2
votes
1answer
522 views

Simple Optimized Blur Shader

I have a vertex-fragment shader that use the Unity3D GrabPass functionality (it grabs the screen). And I apply my GrabPass to have a transparent effect. GrabPass { "_GrabTex" } sampler2D ...
2
votes
2answers
189 views

How can I calculate spotlight lighting in Vertex/Fragment shader in Unity?

I've written a vertex/fragment shader for my game. It uses 3 textures and represents a floating water on the wall (so I have 1 texture for water, 1 for geometry and the last one is mask) so it looks ...
2
votes
1answer
9k views

Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing ...
2
votes
1answer
1k views

Blur shader without render textures?

Is it possible to append a blur shader to a standard (diffuse) shader ? I am looking for a way to do this as Unity indie doesn't allow render textures.
2
votes
1answer
139 views

2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. ...
2
votes
1answer
94 views

Possible to create transparency shader which doesn't stack alpha values

The image above best demonstrates what I'm trying to achieve. It's a transparent shader for objects, but wherever the objects with this shader intersect they don't add together but simply merge with ...
2
votes
1answer
131 views

Surface shader with VertexLit causes black object

I wrote the simplest possible surface shader: Shader "SimpleSurf" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags {"RenderType"="Opaque" } ...
2
votes
2answers
255 views

How can I support many point light sources in a dynamically-generated level in Unity?

I'm currently working with a dungeon game which is similar to Dungeon Keeper by Mythic Entertainment. I'm using Unity and developing this game for Ipad 2 and above. Player can modify his dungeon, and ...
2
votes
1answer
2k views

How to create HDR and bloom in Unity3D?

Unity3D's reference describes the HDR Bloom as: Using HDR allows for much more control in post processing. LDR bloom has an unfortunate side effect of blurring many areas of a scene even if ...
2
votes
0answers
764 views

How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together? [closed]

I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy ...
2
votes
1answer
341 views

Fog shader camera problem

I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. ...
1
vote
2answers
1k views

2d metaballs with shader to give blobs of water effect?

I want to simulate blobs of water in a 2d game in Unity3d. One possible way of doing it is to use 3d metaballs moving in a 2d plane though this is very processor intensive. Do you think it would be ...
1
vote
1answer
209 views

Why does my blur shader implementation produce this strange result?

I tried to implement the blur shader shown here. Instead of having a simple 2D texture I use Unity's GrabPass function to capture what's behind the plane to have a transparent effect. Then I apply ...
1
vote
1answer
1k views

Shader which supports vertex colors and pixel lights?

From my question at Unity Answers: Hello everyone, I'm facing a bit of a problem here: I need a shader which has the ability to colour individual vertices and be lit pixel by pixel. Until recently, I ...
1
vote
1answer
1k views

What kind of shader is this?

Cube World uses a pretty good looking shader, I especially like the shading of the characters: Is this soft shading? I'd like to achieve this effect in Unity 3D Free, but since the free version ...
1
vote
1answer
931 views

Volumetric Fog Shader - Camera Issue

I am trying to build an infinite fog shader. This fog is applied on a 3D plane. For the moment I have a Z-Depth Fog. And I encounter some issues. As you can see in the screenshot, there are two views. ...
1
vote
1answer
68 views

Why Does unity_LightPosition[0] Seem to Depend on Camera Position?

I'm trying to write a fairly basic shader but I keep running into lighting issues with Unity. My first problem was trying to figure out which variable stored the light's position in world space. ...
1
vote
1answer
96 views

In Unity, how can I read the color from _LightColor0 in a shader?

I have a scene with a point light and alpha textured (RGBA) triangle strips. I want to apply the point light color with a shader. Shader "Custom/Test02" { Properties { _MainTex("Texture ...
1
vote
1answer
216 views

Alpha Blending: use the pixel with the smallest alpha

I'm writing a transparency shader where I need any intersecting textures to, wherever they overlap, take the texture pixel with the smallest alpha value and render only that, discarding the other ...
1
vote
1answer
554 views

How to automatically render all opaque meshes with a specific shader?

I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some ...
1
vote
1answer
391 views

“lerp” returning value (Shader)?

I don't understand the lerp example in this code : if(dot(WorldNormalVector(IN, o.Normal), _SnowDirection.xyz)>=lerp(1,-1,_Snow)) o.Albedo = _SnowColor.rgb; else ...
1
vote
1answer
1k views

How to do Triplanar Texturing

Ok maybe i'm missing something because its getting late and i've been programming now for about 72 hours straight (minus a nap or 2) ... I'm trying to write a shader for unity that will apply ...
1
vote
0answers
48 views

Global variables with fixed shaders

In Unity3D, can I use global shader uniform variables with fixed function shaders?
1
vote
0answers
62 views

SpotLight in ForwardBase pass using forward rendering

Is there anyway I can force Unity to allow me using a custom shader to render spotlights in a ForwardBase pass (using Forward Rendering Path)? For what I could see since now: Unity use and ...
1
vote
0answers
122 views

How can I combine my scrolling effect with the vertex lit shader?

I want my shader to work in both Forward and VertexLit rendering modes. I'd written a texture scrolling shader, but I also want to consider lighting which is produced by Vertex lit shader. I can't add ...
1
vote
0answers
543 views

How can I get this Shader for Unity working with Normal maps? [closed]

So I'm by no mean a shader coder, but I've been hacking around the last few days trying to get working a shader for the sprites of the skeletal animation tool Spine in Unity that can properly use ...
1
vote
1answer
1k views

Additive “Sprites/Default” shader

The Sprites/Default shader multiplies the color with the provided tint, while I need to add it instead. I fixed this copying the shader (taken from here) and simply changing the line return ...
1
vote
0answers
397 views

Unity surf shader not rendering

I have created a default surface shader in unity and added a texture but it is not rendering. If i switch to a diffuse shader i see the texture but my shader is just black. Shader "TestShader" { ...
0
votes
2answers
2k views

2D Water Shader

I am trying to build a 2D Water shader and I am using Unity but the plateform isn't a problem. Here is an example of what I am trying to reproduce : Limbo water shader Are there any good tutorial or ...
0
votes
1answer
44 views

Projective texturing and falloff

I quite understand how projective texturing works. I implemented successfully a shader for that following nvidia doc. The major problem I'm facing is that with that implementation the projector ...
0
votes
1answer
598 views

Directional light causes an FPS drop

I have only one object in the scene and it is lit with a directional light. It uses the mobile/diffuse shader. The issue is that on iPhone 4 the FPS drops from ~42FPS to ~11FPS when the directional ...
0
votes
0answers
20 views

Using a Quad to cut out a Layer?

Looking for options on this, but I wanted to take a Quad (or other shape), apply a material to it, and have it cutout an entire layer, to reveal the layers below/behind it. Sort of like a portal ...
0
votes
1answer
37 views

What is the best practice in importing models to Unity

Is it better to shade a model inside the 3D modelling software or inside unity? as an example if I need to use a transparent model should it be made transparent inside the modelling application or ...
0
votes
1answer
190 views

Using Appendbuffers in unity for terrain generation

Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using ...