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Camera depth is not stored in linear values. I assume when you are manually writing the depth mask to a render target, you are using linear depth....
Someone else tried converting it to Andriod, after the changes mentioned here, he never got back to me, so I assume it worked for him. Here is the...
You can do this in fragment shader. You need a coordinate system to base everything on, either UVs, screenspace position or ... Here are some...
I might be understanding the post wrong, are you looking for real time occlusion culling per object?
What type of materials do you have on your meshes? The depth of field effect requires depth information about the scene, if you materials are set...
That's awesome. I haven't used costume rendertexutre much so far, gotta look in to them more. A question, what is the advantage of using a tex2D...
Interesting problem :D As far as I can see here are the things you need to do in order: 1. You need to first vectorize your signal strength, in a...
I am not sure I understand your question 100 percent. So you mean if you use lerp(tex1, tex2, lerpFactpr), your code is always overlaying the tex2...
The paying part won't help much. Most graphic programmers have tons of job opportunity, so if they help people out it is hardly because of...
My main question is, but why? You have an entire engine, there is nothing you can do in UI which you can't do using the standard workflow intended...
16 hours is nothing. You can spend way more than 16 hours and you still wont have nearly enough to know everything you need to know to be a...
Which Unity version is this?
Your link just opens giphy for me. So I am not sure what it is that you want. However if you want a grid repeating itself, the best way would...
I haven't taken the course, but looking at what it teaches, it shouldn't be too bad. Although the "16 hours of video that teaches you all you need...
Here. https://forum.unity.com/threads/feedback-wanted-scriptable-render-pipelines.470095/page-11#post-3471735
I think this is exactly the type of things which you should add to your RenderPipeline code. There you can do things like which shader pass to use...
You can try dithering. But that also has its limits, I am not aware of any other way beside semi transparency to get this smooth fade nothingness.
Well the first video you posted though, that one has whole different sprites for different view angle. Flipping the sprite would only work if you...
One method I like to use is doing scientific method like tests. Create a scene with 1, 2, 10, 20, 100, 200 milion polygon, give them a super...
Can't say for sure how they did it. However this is how I would have done it. Maybe you have heard of the techniques people use to render far...