By: Simon Cooper
That’s very generous. I was wondering about something related to this. I’m hoping to publish some assets in the store soon and it is Sci-Fi. So I was wondering if it was okay to use some of the Angry...
View ArticleBy: Silvia Rasheva
Thank you, fixed Bob Groothuis’ name. Sharing demo projects on the AssetStore is something we at Demo team have been wanting to do for a long time. What has been stopping us, is that it comes with a...
View ArticleBy: Kristyna Paskova
Yes, the usual Asset Store license applies. Dig into details here: http://unity3d.com/legal/as_terms, but long story short, as long as you use the assets “as incorporated and embedded components of...
View ArticleBy: Elecman
There is a problem with the mat_terrain_near material in this package. I get a pink surface. Anyone know how to fix this?
View ArticleBy: Joachim Ante
RC2 had some changes to the builtin cginclude files which conflicted with a shader in the project. Please update the package on the asset store. It is fixed now.
View ArticleBy: ahmad karami
hello friends Wow, I’m shocked the trailer , really exciting , all the Unity exciting.
View ArticleBy: Elecman
One thing I don’t get is the use of light probes. I thought they were only used for lighting dynamic objects? But this is mostly a static scene.
View ArticleBy: elecman
There is a problem with the asset store package updater. It keeps downloading the old package. To reproduce (Win 7): -Close Unity 5 RC2. -Delete downloaded file “Viking Village.unitypackage” from the...
View ArticleBy: Joachim Ante
Lightmapping small prop objects like rocks, grass etc is overkill and can be very bad for both baking performance and runtime performance due to larger lightmaps. This is especially important for...
View ArticleBy: iByte
Hi Erland, very nice work. Could the teleporter demo you worked on last year be made available in the asset store as well?
View ArticleBy: Robert Kabwe
I was kind of indifferent to PBR, I didn’t really get it until a few nights ago when i seriously tried it out. It’s amazing what you can achieve, the variety of textures with just a diffuse and normal...
View ArticleBy: elecman
Thanks for the explanation. Makes sense. Shouldn’t this be in the Unity manual as well though? http://docs.unity3d.com/Manual/LightProbes.html
View ArticleBy: Gorgeous Arch-Viz in Unity 5 | Game Developr
[…] makes good use of the real-time global illumination feature, physically based shading, reflection probes , HDR environment lighting, the linear lighting pipeline and a slew of […]
View ArticleBy: Tobias Ullfert
Can you explain your object’s materials? For example, the fish texture “prop_fish_01_d.tif” is really washed out. I am sure that you did that for a reason, but it is not clear to me yet, and I would...
View ArticleBy: Tobias Ullfert
Can you explain why you have used washed-out textures as in “prop_fish_01_d.tif”?
View ArticleBy: Claudio M. E. Bastos Iorio
I keep getting an error while trying to download this package from the Asset Store, using Unity 5. Anyone else is experiencing the same?
View ArticleBy: Lasse Makholm
We had problems materializing some Asset Store packages. The download should work now.
View ArticleBy: Getting Started in Unity 5.0 | Game Developr
[…] Blog post – http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ […]
View ArticleBy: Jessica
Hey there, the secondary details maps are very cool. However, I saw that – if you apply them, they “add” to the general Albedo map in a certain way but I cannot figure out how exactly. Is that a...
View ArticleBy: Lusvardi Gianmarco
Great article: I need just a little information: You have written: The baked-in sun reflection is not occluded when the surface is in shadow and it becomes overly shiny in darkness. I have this issue...
View ArticleBy: 1p – Working with Physically-Based Shading: A Practical Approach | Profit...
[…] http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ […]
View ArticleBy: 1p – Working with Physically-Based Shading: A Practical Approach |...
[…] http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ […]
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