tag:blogger.com,1999:blog-7724398106195419987.post5022233805298459423..comments2023-07-23T10:06:24.479+02:00Comments on AVA: Bending the world with UnityAlex Vanden Abeelehttp://www.blogger.com/profile/06462308768648416872noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-7724398106195419987.post-42688483622602602772017-03-23T14:21:19.382+01:002017-03-23T14:21:19.382+01:00I realised I could download the built in shaders f...I realised I could download the built in shaders from unity and do:<br />"OUT.vertex = mul(UNITY_MATRIX_MVP, DSEffect(IN.vertex));"<br /><br />So just slight mod to the vertex shader of Unity's orignal sprite shader. So I can do allot of the stuff I want now. But any tips or comments are still appreciated :)<br />Antonhttps://www.blogger.com/profile/04836894269629797827noreply@blogger.comtag:blogger.com,1999:blog-7724398106195419987.post-34498231440818633822017-03-23T12:30:32.392+01:002017-03-23T12:30:32.392+01:00Very cool! I want something similar for the game I...Very cool! I want something similar for the game I am making and this was a great starting point. I want to modify/extend existing shaders and add this functionality, do you how any suggestions on how I could do that?<br />A simple case would be the built-in unity sprite material and I more tricky one (I'm guessing) the materials for Spine (animation tool).<br />I'm fairly new to vertex shaders, so any hints or tips are greatly appreciated!Antonhttps://www.blogger.com/profile/04836894269629797827noreply@blogger.comtag:blogger.com,1999:blog-7724398106195419987.post-87090206862106542952016-01-12T13:53:02.385+01:002016-01-12T13:53:02.385+01:00OMG that's totally it! I can't believe I m...OMG that's totally it! I can't believe I missed this, I've been looking for exact that solution but somehow never stumbled upon the existence of these functions.<br />Many thanks for the tip, I'll update my post once I've integrated it in the code!Alex Vanden Abeelehttps://www.blogger.com/profile/06462308768648416872noreply@blogger.comtag:blogger.com,1999:blog-7724398106195419987.post-80552828259143140812016-01-09T19:53:31.666+01:002016-01-09T19:53:31.666+01:00I'm working on a vertexly spherized world now,...I'm working on a vertexly spherized world now, and I found out that the frustrum culling can be controlled if you set the camera settings for culling in OnPreCull() and then restore the real view in OnPreRender().Андрей Сараевhttps://www.blogger.com/profile/12564916461316207126noreply@blogger.com