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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
It's a really easy thing to add and really useful. Even the ancient Source engine had it :rolleyes:
Frustum shadows are screenspace shadows that write the depth traced shadows in the lighting pass of the directional light. I don't think it would...
I switched to project and reopened and got the visual issue I was talking about. The scene starts out like this where everything looks black. When...
I couldn't reproduce the issue, seems to have gone for now.
btw have you tried utilizing the denoiser to create other image effects? I always...
The screenshot allows me to take a higher resolution capture so when you scale it down back to 1080p all the tiny details...
Another issue is that when I open an old scene, the same visual issue occurs where everything is either completely black or white. It doesn't go...
:) it's all unity
[ATTACH] Night shot
Frustum shadows also creates artifacts when using multiple directional lights. I tried playing around with deferred backface options and all but...
Made a scene inspired by the water hazard level in Half Life 2
After playing around with Shader forge and NGSS a little, I got them to work. Frustum shadows are also a big help.
Thank you, commenting out the "min" line solved the compiling issue temporarily, atleast I have the shadows back.
Btw when you used the frustum...
Can I please get a response to this? All the shadows in every scene have dissapeared and I can't view my scenes now.
I just installed the new NGSS but I get this error : Assets/Psychose Interactive/NGSS/Scripts/NGSS_FrustumShadows.cs(43,6): error CS0246: The type...
Is there a way to save the current pose of a character as a humanoid mecanim animation?
Yeah but the UE4 blur is closer to the physical camera bokeh, beautify DOF bokeh is closer to overexposed colors over simple blur. Those neat...
Is there any way we can see a depth of field implementation such as how they do it in UE4 or sketchfab like stochastic sampling?
Here's a little floating ad. I used constant tangents for the animation curves so they appear frame by frame.