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^very impressive, I could not identify the blend threshold at all in the attached video
Couple of developers?
I still don't understand the workflow using primitive raytraced shadows. I took from it that static proxy meshes would need to be in place for the...
I didn't mean to instigate any mudslinging on the Unity Lighting team, I was legitimately interested in difficult features or bug-related issues....
You obviously have a strong opinion on this matter. Could you elaborate on what, specifically, has led you to this conclusion?
Oh wow, this is a huge help, thank you so much! I imagine this will benefit others as well, good post +1
EDIT: 2018.1.0b13 is a hot mess
Right, and thank you for the response, however, it does imply that those textures will need to be re-exported. That being said, the HDRP is still...
Currently Substance Painter has an export format prepared for Unity metal/rough workflow. From what I understand, Unity 2018.x is moving to a...
Sparse radiance probes
EDIT: just realized this^ is a repost from earlier
Is there an option in quality settings or lighting window to enable this feature? If so, I've completely missed it.
What is the status of the sky occlusion implementation, e.g. is it available in 2018.1 beta? Obviously it is present in the Book of the Dead demo...
I̶s̶ ̶P̶L̶M̶ ̶w̶o̶r̶k̶i̶n̶g̶ ̶w̶i̶t̶h̶ ̶s̶h̶a̶d̶o̶w̶m̶a̶s̶k̶ ̶i̶n̶ ̶2̶0̶1̶8̶?̶ Yes
EDIT: so ready for the GPU PLM :)
but you can play with the shadow cascade settings to help relieve this artifact. In many cases, NGSS with two cascades is perfectly sufficient;...
Please report the results of you're experiments with the DXR SDK here, if you are so inclined (!)
Is it unthinkable to combine baked offline methods with real-time for others, e.g. AO, GI, etc.?
Seems OTOY GPU accelerated lightmapping just got...
Just to elaborate on what @elbows said, the demo ran on the new NVIDIA DGX stations, which can be found here, if you're in the market.
^ GDC 2018 "Cinematic Lighting in Unreal Engine" if anyone is interested
This is an SSS shader, refraction, or both?
Thank you for reporting on this. Please post future HD RP observations here as well, if you feel so inclined.
Probably because the HD RP is still in a preview state and very complex.