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Oh, it was easy to solve the artifact. Just take care of the edges :)
When I said high quality I meant high quality clouds :) and no, they have to be computed per frame.
For the shadowmap, yes. You bake it once. As...
Experiments with cheap real-time and offline supreme quality
high quality is kinda sick
Yes, that's it
It is the same concept, or similar to the reflection probes update mode. You can bake once to high quality or you can update...
Sure, lets go
1. Textures are sampled in object space. Size won't affect performance. What compromises performance is the iteration count. More...
I made a slider. Another thing that we can do if the project allows us to do this, is just to render once on start. One photo and boom, baked...
Great! These four, yes
And thanks for purchasing :) Cheers and have fun
Well, it is scalable. We can choose resolution and skip frames. It is just a render with shader, anything else.
It is still early for public release. It works fantastic but it has to be a one clic option. This would be awesome for underwater!
Volumetric shadows in the Scene view is quite hot :)
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Sir. Yes, my client tested it on Xbox One
And super hot news. It is still in the lab and delaying the next release more than expected, but...
This is not related with Fog Volume at all
As explained here, Fog Volume is not an atmosphere simulator and it won't change colors with light angle. You have to animate the parameters...
Aha, yeah, it is always about order.
What TAA? The one from the pp stack? That one works correctly with the camera script. Maybe you had MSAA...
Check ztest and order
I've been doing some experiments last night. I didn't expect to get such results. Really surprised :D
Nice. Are you using the camera script and downsampling?
And btw, how are you doing fog? Because its being painted after fog volume:
Marvelous! Burn that gpu now :cool:
Do you know if there is something for the triggers? I couldn't find anything.