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o_O Nothing changes even when I set "DepthTextureMode.None".
10 years ago
I have a custom component on the main camera which has
camera.depthTextureMode = DepthTextureMode.Depth;
in both Start() and OnEnable(). (Also tried the DepthNormal setting.)
Blending&Depth, Alpha blended, "AutoSort" unchecked, "Write to Depth buffer" unchecked.
camera.depthTextureMode = DepthTextureMode.Depth;
in both Start() and OnEnable(). (Also tried the DepthNormal setting.)
Blending&Depth, Alpha blended, "AutoSort" unchecked, "Write to Depth buffer" unchecked.
Hmm Depth Bias works weirdly: 0.3 and indeed any positive number makes it pitch black. Around -2 I start to see some grays if the camera is close enough (stock cube, unlit shader, Depth Bias is on emission):Scene Depth produces a (15, 15, 15) dark gray until I move the camera really far away when it suddenly becomes full white.
I'm on Unity free so I couldn't test this on deferred rendering path.
I'm on Unity free so I couldn't test this on deferred rendering path.
。^‿^。
Cheers!
Cheers!
0.14 yes.
Tomorrow I'll do some more tests.
Hmm, one scalar material parameter is animated hmm...
Oh right, you meant branching not RGBA slots. Of course then! :)
I'd just make the node as small as the basic Value node, one input, one output.
It was a regular Value. However now I have trouble reproing it... I restarted Unity, loaded the shader and it did come up showing a 1x tiling with 16 multiplier in that Value node. However as soon as I changed it everything started behaving as expected. I created a new shader from scratch but still no luck reproducing the bug... I'll keep an eye out for more clues.
I tried to recreate the results from UDK but couldn't. :\
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