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In the pre-surf era, writing shaders was the same - look at the sources, write similar things.
Mobile GPUs do not support tessellation.
URP sources is on github, all that things is pretty easy to understand.
You can check type of camera through go rendering with a camera.cameraType
Someone already modify LWRP to adding support of shadowmask. You can search this on forum, or modify URP by yourself.
So basically all post is ShaderGraph advertising.
_Time is just overflow with time. You can provide to shader your own _MyFancyTime property, and reset it in every i.e. 5 minutes.
To reproduce stucking just create new project, import URP Debug, select some debug view mode. Then just create new...
I hope you answer here. I sometimes get stucked with debug view mode. I can change mode, but "None" aka disabling debug view dosn't work. And only...
Would be great if unity guys remove this strange "hide all" custom editor of UniversalAdditionalCameraData
Maybe you mean LiSPSM?
Umgh... logarithmic shadows require nonlinear polygon transformation. Only way to achieve this on modern hardware is insane subpixel tessellation.
VolumeProfile volumeProfile = ...
volumeProfile.TryGet(out Bloom bloomComponent);
if(bloomComponent != null)...
Enabling post processing when you use MSAA force unity to do a depth pre-pass. Even if no one effect is enabled.
>expand to ASTC on phones
Astrologers announced a week of importing on scene load, loading time increase by +5000%.
Maybe on something like geforce 3 dot might be faster, but not on modern GPUs. On modern hardware dot is just a intrinsic instruction, so...
SRP and MaterialPropertyBlock not compatible.
You can create dummy material with normal map attached, and put it somewhere in your scene to force unity compile that shader variant.
Test this in build. In Editor unity can recompile shader, but i don't sure about build. Last time this is not working for me, and i just replace...