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the default should actually be false. Did changing this value fix it for you?
The cost of GetRawTextureData should be independent from the texture size. It just returns a wrapper around the native pointer. It's something you...
The Apply copies/uploads the data to video memory. It should not impact the use of GetPixelData unless you call Apply(makeNoLongerReadable =...
SetPixel will need to convert the pixel from a float format (Color is 4 floats) to the format of the texture. Potentially, it could be faster to...
Hi, currently, all texture slots need to be assign for each VT property or this will not work in the player. The number of samplers indeed...
Streaming Virtual Texturing is indeed in preview as an HDRP feature. You can find more info here. Using SVT you can use much more texture data in...
GetPixelData should be the fastest approach in this case. You can find a sample project comparing the different methods and a jobyfied approach here.
Hi Riccardo, you are right, I had a typo, the last Apply should indeed be called on the destination texture to upload the new content to the GPU....
Hi everyone, you can avoid the 100% CPU utilization in the editor by reducing the amount of threads that are used by the job system. When...
1. yes, that's a great point. We are looking into this so that you have texture quality controls that impact non-streaming, mip-streaming and vt...
Hi, 1. currently you cannot set the mip bias yourself. If you set the cache size lower, the bias will be automatically set (higher) to prevent...
SVT supports both Forward and Deferred in HDRP. It binds an extra render target in both cases.
We use the single pass resolver with additional output buffer You can take a look at HDRP to see how SVT is supported. Unfortunately I don't have...
Indeed, Procedural VT is still in development and I expect that the API will change significantly.
Thanks! On the CPU cache, if your hard drive is slow then using a larger CPU cache makes sense. Larger is obviously better if you have the memory...
Our Unite presentation on Streaming Virtual Texturing is now online. The 25 minute presentation explains the Virtual Texturing basics, compares it...
Both are correct. Did you set "Virtual Texturing Only" = true in the texture importer on each texture that you assign to a VT property (and...
We will not support Built-in RP. We will support URP.
Hi everyone, we are not actively working on mipmap streaming for texture arrays unfortunately. We'll discuss it in our next planning meeting this...
VT support for transparency won't land before the 2021 cycle. Here you have an experimental script that makes sure the lowest mip is in memory...