Jason Booth

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I haven't - any chance you can send me a small repro project so I can take a look? The shaders themselves are surface shaders, so should support any lighting...

You might try baking out the mesh so you don't need the VertexInstanceStream. I haven't played with the new lightmapper yet, but it may require the mesh to be static/readonly....

I'm not sure what you mean by bake to the R channel? You just paint onto the mesh, and if your shader uses the data, it will show up (or...

If you are painting into just the R channel, then it shows the value in that channel. So if the R channel is 0, it's black, and if it's 1,...

The vertex always has a color, so black is not clear, it's 0. That said, you can remove the paint job from a given channel, which will revert it back...

I would suggest removing the shader variants your not using. It seems Unity changed the shader compiler- most likely it is producing more variants for the new lighting system -...

Yeah, it really pushes the limits on unity's shader compiler; that's why I ended up moving to a shader generator for MegaSplat.. On Wed, Jun 28, 2017 at 2:47 PM,...

The show wireframe toggle should toggle either the outline or wireframe, which ever you have it set to.. On Sun, Jun 18, 2017 at 10:42 AM, ArieLeo wrote: > when...

It's been ages since I've looked at those shaders, but I definitely tested a 5 layer shader at some point. These days I'm mostly working on MegaSplat, which allows for...

https://medium.com/p/66c6b81c017f On Sun, Mar 12, 2023 at 7:26 AM Andy Baker ***@***.***> wrote: > ...would be the readme where you say "Example code on how to optimize > things with...