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Afaik It’s default render pipeline.
I guess the hlsl compute shader work could be ported to SRP.
Preferences: External Tools are back to default.
Finally....this worked for me with 2020.1.5f1.
Remove the "Visual Studio Editor" package.
Remove sln and csproj files.
worth noting that hdrp uses "cluster and tile", so you'll still get artefacts if you have too many dynamic lights.
You sure about this? I hadn't noticed my converted entity prefabs are doing this.
If this is the case, I'd be inclined to change the query in...
Are you copying the package from PackageCache to Packages folder and then editing it there?
Perhaps try the latest packages and unity beta. There was a flurry of releases last week.
I'm running Unity 2020.1.0b14, HybridRenderer...
Are you using the default conversion flow with ConvertToEntity?
Perhaps create and convert a simple cube and compare the components and values?
FWIW, Hybrid Instanced Variables seem less glitchy with Entities 0.11.0 and HybridRenderer 0.5.1.
Have tried using GameObjectConversionUtility directly.
I tried the below in a System, but was getting odd results.
GameObject gameObject =...
SOLVED: Light mode must be set to 'Mixed'
In hdrp 9-preview, directional lights no longer have "Shadowmask Mode" setting in editor.
Same here. I've been using FrozenSceneRenderTag to tag procgen RenderMesh entities as "static".
var id = new uint4(1, 0, 0, 0);...
Math.distance and getcomponentdata<translation>().Value
That was it. Thanks so much for replying.
I had to change the tint. Multiplier to zero didn't work
If I reduce the directional light, the whole scene fades, but cave relatively still too bright.
I think environment ambient should be independent....
How to configure low ambient light with a physically based sky?
This cave is far too brightly lit and I believe it's the ambient light.
In HDRP, PBR Graphs are rendering at origin.
HDRP/Lit Graphs are fine tho.
Regarding HDRP's transparent depth prepass.
Is anything else needed for correct z-ordering of transparent objects?
I'm still getting incorrect...
In my case, I've grpc in my plugins folder and it depends on a different version of the Unsafe.dll.
I moved unity.collections from packagecache...
Compute-based effects by default, including Auto-exposure, Ambient Occlusion (MSVO) and Debug Monitors. You can use these effects...