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Still broken, they haven't been supported properly for well over a year now. It seems they finally had someone look at it, but whoever did decided...
Thanks! any word?
1+ this would be amazing. Maybe the lower end platform support is the reason it isn't done yet?
A word of this from anyone at Unity would be great!
Look into using the built in Frame Debugger, this should display the list of batches as well as give you information on why certain things cannot...
This would require a somewhat complex system and I don't think there is a simple answer. I suggest looking into using Asset Bundles for starters.
You need to have a map which controls where the 2 materials will go. This is similar to the splatmap that a terrain uses. So for that so could use...
From my testing PPV2 runs much better than URP post processing.
Yea SpeedTree shaders do not receive ambient lighting, billboards get skewed at some angles, and a few other issues. It has been like this for...
What is the workflow like for atlasing these imposters?
Would like to have multiple imposters on one atlas, is that possible at the...
Is it possible? Or is the depth texture always forced when using shadows?
Are custom effects supported for PPV3 in 8.x if you guys are dropping PPV2 support?
How/where did you change the amount of downsamples in PPv2? I haven't seen that parameter, but I would like to further optimize the bloom in...
Are SpeedTrees supported yet?
Hey, been hoping for to use this for a few months, is there any method of accessing this now?
All the best
If a scene depth texture is already being generated, is sampling that depth texture in a shader any more expensive relative to sampling...
Microsplat, or make one with a shader editor, its easy enough.
Edit: solved, used a world position from depth instead.
I am trying to make a lens flare type Post Process shader which glows/positions a texture when you look at the location of the...