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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
You shold invert green channel on your normal map, it looks wrong.
Unity progressive lightmapper isn't good reference. It over darkenning scenes and at general looks like non phisical unity lights + GI from them....
May I ask? Why do you need a real-time gi on the hardware level gles2? That all dependent texture fetching will be incredibly slow.
Maybe you can post some comparison screenshots?
Apple support ASTC since A8 processor (iPhone 6).
I think the most important thing is better GI quality, mach better area lights quality, and less seams on lightmaps in general. Also more...
Try Disable Adjust UV Padding.
I know how GPU work) but it's not just a clamping of overall brightness, this multiplying fix dark spots when intensity is low, overall bloom...
Sorry, I thought something went wrong)
Maybe it's better to modify this line to prevent dark spots when brightness is less than 1?
Oh, this was a bad screenshot. This behavior happens with custom settings.
Hello! Thank you for a great asset!
I have one question. Is it normal that menu settings dosen't show on inspector? Unity 2018.3.0f2
This is mobile game, that means the minimum resolution, minimum polycount (180k for whole scene)
and minimum numbers of textures and lightmaps...
Progressive lightmapper doesn't do anything with alpha in meta pass. Only albedo and emissive channels is used.
PLM get alpha directly from...
Nevermind! I did a test. Arrays greatly increase the size of scenes in a project. But the size of the build almost did not increase. I thought it...
Thanks! There is no size overhead if we generate arrays offline?
We need to write some additioal data in UVs on static geomatry( 2 float3 values).
I would like to know if there is a way to write data...
Yeah I try it just to see that can works, but we are on mobile(
And thank you very much for the advice!
Now I realize, an external texture has a hidden aniso attribute always 1, so the aniso settings influenced on mips. If set aniso to 0 then the...
Anisotropic is forced on.
Oh man! GI is realy hard thing so you should't say such things!)
May be you need to take a step back and start you work on point when core visual...