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Timeline for Chroma depth shader unity

Current License: CC BY-SA 3.0

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Jul 18, 2017 at 17:48 comment added Jesse Williams Oh, well... I suppose that makes sense based on how it's written. And you would know lol! Thanks for clearing that up.
Jul 18, 2017 at 17:24 comment added DMGregory I wrote the example shader OP is referencing, using repeat sampling to make the wave wrap around again. To do this with clamping you'd need some extra shader code to wrap the texture coordinates manually - otherwise you'd get only one pulse ever, then black for the rest of eternity. ;)
Jul 18, 2017 at 17:08 history answered Jesse Williams CC BY-SA 3.0