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  • // Set up alpha blending
    2 KB (163 words) - 21:56, 17 January 2012
  • ...opaque or completely transparent. On the other hand, it's much faster than blending.
    1 KB (134 words) - 21:56, 17 January 2012
  • ...base UV set for UV your model and let the Second for Lightmap or any other blending type you could think of.
    3 KB (470 words) - 00:34, 15 October 2011
  • This shader is good for any object which needs blending but which shouldn't be affected by lighting.
    1 KB (157 words) - 23:14, 19 January 2013
  • ...t Soft Edge Unlit Texture Blend]] Transparent Soft Edge Cutout Shader with blending between two textures given a blend factor. Useful for transitions.
    13 KB (1,843 words) - 07:53, 15 October 2020
  • ...setup is displayed: two tileable textures, an alpha texture to control the blending between them, and a bump map.
    9 KB (918 words) - 21:56, 17 January 2012
  • This shader requires a graphics card that has at least three texture blending stages (GeForce3 and up, Radeon and up). Otherwise it will fallback to the ...ke standard skybox: assign the textures; and the Blend slider controls the blending.
    5 KB (548 words) - 12:42, 18 March 2015
  • // Use standard pixel-lighting blending: first pass is opaque, further passes additive
    2 KB (250 words) - 21:56, 17 January 2012
  • ...op. Copy the tree’s shadow on top of the terrain lightmap and change the blending mode to "multiply". Adjust the darkness of the shadows using the opacity sl ...al time shadows] this would be pretty expensive to render. Furthermore the blending between realtime shadows and the terrain’s lightmap at the edge of the sh
    54 KB (8,866 words) - 23:14, 14 October 2012
  • // additive blending
    3 KB (394 words) - 19:11, 19 October 2009
  • ... Shader Editor that is compatible with Unity 3, incorporates soft particle blending, automatically moves the plasma UV inside the shader, offers more control o
    16 KB (1,929 words) - 13:12, 9 June 2015
  • ====Animation blending==== Animation blending will be accomplished by Rune's [[Locomotion System]]
    18 KB (2,841 words) - 09:04, 8 October 2010
  • This shader mixes two tiling textures based on an alpha blending map, and uses a lightmap instead of real-time lighting. ... one for ''Texture 1'' and ''Texture 2'', and another for the lightmap and blending map. The idea is that you will tile the textures using UV1, but not in UV2
    3 KB (410 words) - 21:56, 17 January 2012
  • * such as the Terrain Toolkit and blending.
    2 KB (224 words) - 20:45, 10 January 2012
  • ...nd the Pixel passes on top of this per pixel light. You do not need to set blending modes on the pixel lighting pass, Unity automagically blends the lighting p
    3 KB (418 words) - 21:56, 17 January 2012
  • ...edural perlin noise demo script, to generate textures with mixes of RGB by blending 3 independant RGB x,y, graphs. Also [[HSBColor]].
    2 KB (245 words) - 20:52, 10 January 2012
  • // you can choose what kind of blending mode you want for the outline // you can choose what kind of blending mode you want for the outline
    8 KB (1,075 words) - 19:25, 23 November 2013
  • // by blending the light attenuation
    4 KB (542 words) - 04:24, 30 December 2013
  • ...t version as well, since it's easy to get the boilerplate wrong for proper blending.
    3 KB (434 words) - 20:51, 19 March 2014
  • Modified Transparent/Cutout/SoftEdgeUnlit shader to include blending between two different textures given a blend factor. [[Category: Blending]]
    4 KB (526 words) - 18:55, 17 February 2012

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