A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Have some minor suggest. :p
Enable DOTS toggle should move to Tools menu instead of creating one menu with only one button.
Second image is use tessellation shader. First image may use parallax shader? not sure.
And it is not relate to render pipeline. So it is...
Seems you set lower resolution of sky reflection in HDRP asset.
Try to use higher resolution and see it works? o_O
Maybe you can try Quixel Mixer? :p
It is free and you can paint materials, too.
Doing path modeling. Looks okay.
But still need some tweaking.
Hi! I download v3.3 beta from website.
But after import package, it is still not support 2021.2.
Is there something I missing?
Thank you for...
If you want lower vertex count with complex shape sprite and don't want use full-rect mesh.
You can try increase extrude edge a bit higher. :p
Working on foliage models and decal.
Thank you! :)
Just send bug report.
I found some trouble when I use Localized Property Variants.
I use many of 3d UI object like TextMeshPro's text mesh inside my scene, and I need...
It seems when you connect node output into fragment stage.
That node's function is execute in fragment stage, so you can't plug output value into...
SDF texture should be able to generate dynamically by script then feed texture to shader.
By I don't know performance.
And if you want do...
If you want generate outline with gradient.
My thought is use alpha mask to generate SDF texture.
Then use this SDF texture sample gradient.
It is not exposed as vertex and fragment stage in older version.
Newer version of shader graph shows explictly like here's screenshot..
Looks like z-fighting.
That occur when face is coplanar.
You can see this article for some solution.
Suddenly remind, there are Autodesk Interactive shader.
You can use this shader in case you don't want pack maps into mask map.
It should be pack into mask map.
Get vertices position that is modified by shader?
Since shader don't actually modify vertex position at CPU side.
So you can't get displaced...
I have similar problem with interpolation.
After I check source code of URP.
I found these effect use types of parameter that doesn't support...
I found some error.
Some paths of #include aren't correct.
They should under Grass.
"Grass/Includes/Lux URP Grass ShadowCaster Pass.hlsl"