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7

I would guess that they've scaled and shifted their outputs into the range from 0f to 1f (0-255) for the purpose of that greyscale height visualisation. They probably omitted that adjustment from the formula because it's not critical to the shape they're describing with the normal map. Try multiplying the result by something in the neighbourhood of 0.5f ...


2

Place this on an empty GameObject in the scene: public class TestColourAndPosition : MonoBehaviour { void Start () { for (int i = 0; i < 10; i++) { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = new Vector3(i * 2.0f, 0, 0); ...


2

You can do this with two cameras with different culling masks. When you have multiple cameras in your scene, each camera will be rendered separately. The culling mask decides what will be rendered by the camera. Then the output of all the cameras get drawn on top of each other in order of their "Depth" value. Click on "Layers -> Edit Layers" and create a ...


1

I would decouple the different concepts, and having 3 systems with separate goals: Position/Render system: updates/applies the visual position of your object every time this is rendered (60Hz) Logic system: takes decisions like "now I want to go towards point B" (15 Hz) Motion (or similar) system: "translates" the decisions taken by the Logic into whatever ...


1

Take a look on this: https://issuetracker.unity3d.com/issues/tree-creator-bark-material-is-much-lighter-in-deferred-rendering-path-than-in-forward-rendering-path They should fix that issue in few... months? weeks?


1

In the more general sense, "Billboarding" means that an object in a 3d-scene (usually but not always a 2d-sprite) is always rotated to face the camera. A common use-case are spatial UI elements in a 3d scene. Take, for example, a real-time strategy game with a 3d engine where every unit has a health-bar below it. That health-bar would use billboarding to ...



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