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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
Easily created an error by newing a material:
Shader error in 'Lightweight Render Pipeline/Lit': failed to open source file:...
See fixed on 2018.3.0b2.
The document says there should be a /ScriptableRenderPipeline...
If you know the legacy renderer's camera replacement shader, you know the case: replace shader, preserve material parameters and textures.
With un-modified 3.0.0-preview, the rendering is good if pipeline asset's Vertex Lighting is on.
In Lighting.hlsl >...
Posted there: https://forum.unity.com/threads/feedback-wanted-scriptable-render-pipelines.470095/page-18#post-3605390, but to make it more...
Probably I am the first one to encounter this issue.
It is 3.0.0-preview, just create 2 Quad objects, assign the same material with shader...
Don't draw opaque and alpha test in the same queue.
We need shader...
For customization of officially provided SRP packages like LWRP/HDRP, we copy the package into <project>/Packages/, so it can be managed together...
Is there an updated version (to 2018.1 or later) of GDC17RenderPipes-2017.1.zip?
Trying to use the package in /Assets folder for internal development: https://github.com/Unity-Technologies/ScriptableRenderPipeline/issues/1502
Are there any performance differences between GetComponent() and gameObject.GetComponent()?
"Failed to start Unity Package Manager" happens if I use Lantern and Disconnect it from system tray.
I figured it out before reaching the end of the thread by looking into:
UnityGlobalIllumination.cginc > UnityGI_IndirectSpecular
Made it with RenderTexture.active.
This is called Framebuffer Invalidation (glInvalidateFramebuffer()) in OpenGL ES. While we can do this for RenderTexture, can we do it for...
It's important for me to avoid the built-in RenderTexture + Blit if assigning RenderTexture to Camera.targetTexture.
If I assign a RenderTexture to Camera.targetTexture and do Graphics.Blit(rt, null as RenderTexture) in OnPostRender(), do I just get one Blit?