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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
thanks for your answer.
I am aware of the difference between Open Source in Editor and in Project, that is why I am asking for the case...
we are currently in a discussion with one of our (corporate) clients regarding Open Source Licensing.
My question is when I download Unity...
we encountered a strange problem when exporting an animation as an .fbx and then using it as a Humanoid Animation: The pose starts to deviate...
very interesting project and I used a similar skin normal detail controlling approach in a paper.
What is Detail Smootness Intensity going to...
Thanks for elaborating :) And please keep up the good work!
thanks I can see it now... love that smooth transparency of your shader!
Initially had some sorting problems, could you briefly elaborate why...
your plugin looks very promising :)
Is there a way to get existing hair style (geometry and textures) to be displayed with the atlas shader?...
Are the tiles seperate geometry?
Normally I would suspect different light conditions / sampling to be the problem have you tried baking only with...
I noticed the same thing. Does it also happen with Deferred for you?
It seems there is no way to control or limit these additional draw...
Shadow Cascades was already set to none, but even with 2 or 4 it does not affect these zones...
Okay after some more testing it seems like there are some kind of zones (painted into the screenshot) in relative distance to the camera (so it is...
when I made some experiments with GPU instancing I came across some undocumented limitation of GPU Instancing. Besides meshes requiering to...
Yes that fixed it :) Looking forward to 1.05
Baking Lightprobes freezes my project btw.
Or its just taking so much longer than baking the actual lightmap.
Shut down the editor after 10 mins...
yes that was the problem!
I was able to publish now to iOS, Static Batching did not cause the error there like in editor.
Hm after switching to iOS, I had to manually overrride the compression of the lightmaps to RGBA 32 bit otherwise I saw artefacts in Lighmapview,...
Sure I will test on mobile when I am done with the lighting
Yes Static Batching was the cause!
Now the checkboard pattern does not change anymore too
Okay found another oddity :(
When I hit play the resolution of the lightmap changes, it also happens in your example scene.