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Those events are called by all cameras, including the Scene View Camera. Close the Scene View while testing. void OnBecameVisible () {...
Make sure PointLightPos is declared as a Vector4[] or List<Vector4> and initialise to the correct size of 2 on the C# side. Also, what's your...
There are a number of issues. If you post the code (not a screenshot) it'll be easier to summarize them. You can do this with Code Tags.
Use SetGlobalVector if PointLightPos isn't an array, otherwise you'll need to change the shader to float4 colro[8]; where 8 is the maximum size of...
In an IDE, sure, but Open Projects are hosted on Github where such distinction is advantageous to readability.
I find it easier to differentiate between private fields and local variables when prefixed, but it's ultimately down to personal preference - as...
In that case, see here.
A clean install is a full uninstall of Unity before installing a fresh copy. The process to do so really depends on the type and state of your...
Your installation appears to be corrupt. I would suggest a clean install. See here. Modules are available from the downloads page here.
The Hub's not required so if you can live without its features, remove it and install Unity manually.
To access those properties in the fragment shader you must transfer the instance id. Your shader looks remarkably similar to the doc's example...
Not in Unity but I'm aware that X-Plane uses Blade Element Theory which you can read about here.
Yes it should work, but apparently it does not. R/W limitations for certain resources (textures) produce similar results, hence the above working...
No, ComputerBuffer data will persist until explicitly wiped/destroyed. It's not clear from the snippet you've provided how the request is...
There are limits to what can be written and read on the GPU, but it's unusual to see this with buffers. Try binding the buffer to a separate...
The normals of your 8 vertex cube are shared between planes. Construct a separate quad for each face of the cube for a total of 24 vertices -...
As per the name, you're dealing with a temporary texture from an internal pool. Unity will handle its lifecycle. Remove them all and just call...
Yes, you must call ReleaseTemporary(RenderTexture rt) when using GetTemporary()
See here: https://docs.unity3d.com/Manual/SL-GrabPass.html
Strings are UTF encoded by default (which has a variable byte length). You've set ASCII encoding. You're also reading "layer" as UInt16 though...