A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
I don't think so, I've never used the discord, but thank you, I'll try that solution.
I have another brief question about Aura 2.
Basically, I want to strengthen the "God Rays" effect in my project, but I don't want to wash out the...
Thanks a lot. Post edited.
Hi, thanks for your reply.
Using the forward only version of the shader is exactly what I have decided to do, and it seems to work well. I'm not...
I have been working on upgrading my Dx 11 grass to version 2 (I have a complex setup).
However, I am seeing what I think is a problem in...
Oh I see. Well in that case, there could still be a bug in unity?
I was using 2019.1.1 I think? So it could have bee introduced in a later build.
I found some bug tracker reports that said that this was a known issue in 2017, but that it was fixed?
Great, thank you, that's very encouraging. I've using a very old version, so I'm sure I just don't have the deferred lighting support.
Thanks a lot!
I have discovered that changing my editor window to 1024x1024 resolution seems to mostly fix this issue. I still don't know what it causing it.
I have just finished porting my project from 2019.1 to 2019.2.
Everything seems to have gone ok, except for one annoying bug.
I am using this asset for my project, and it's working well, however I am having one issue with it.
When using deferred rendering, (and not...
I managed to fix both of my Aura 2 issues by modifying the "ShadowMapSize" function in DirectionalLightsManager.cs to this:
Does it really? I can't seem to find any deferred rendering option in the shaders themselves.
It may have been added in a later version?
The only other error that I have when building my project is this one:
Pixel sizes of texture "nebulalight : Shadow Map Render Texture...
I have stepped through each of the different shaders that are used, and manually specified a colour and a transparency value at each step, but the...
Thank you very much, I am reading through that article.
So, the issue with the background rendering on top of the grass is likely to be in the...
I've been using Aura2, and it's been working great in the editor, but I just recently tried it in a build, and I get many of these errors...
Thanks for your reply.
It seems that it isn't using a surface shader, but vertex and fragment:
I think that is pretty much what I did, but it actually works great, and looks far, far better than with forward rendering only.
For example this...
I am trying to fix a longstanding bug with a shader that I have been modifying.
I am using a grass shader that I got from the asset store....