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Yo @wyatttt ! I'm keep poking Graphics.Blit + shader graph, and compare results with same code on unlit/texture from built-in shaders and......
Yo @wyatttt ! So, problem with "Graphics.Blit" still exist. As the worst part of it - each time for test, i'm run same code for "Unlit/Texture"...
Ok, it was nice additional info, but, don't fix my problem. So, first: "RenderPipeline" = "HDRenderPipeline" - working with this... second: I'm...
Hi there @wyatttt Is it any good way to force "Graphics.Blit(Texture2D, RenderTexture, Material); " work with shader graph's unlit shader?
I'm try to use Graphics.Blit(Texture2D, RenderTexture, Material); With standard "unlit" shaders - work 100%, with Shader graph's "unlit" - nope....
Any news or ETA on tessellation?
Advanced Skinned Mesh Damage Detection - now available in the asset store:...
Same interest - hardly looking for tessellation in SG.
So, it's only one way and it's not supported by Unity syntax on camera \ render texture to render with more "fat"?
Get problem with rendering lesser pixel: On 1 picture i got 8 x 4 pixels and red 3d model, On 2 picture - how it's rendering, on 3 picture - what...
Hi everyone! So, found interesting info about - how some guys test open-sorce components of Unity with some sort of "analyzer". Full link -...
Updated to v1.1, now it's PBR, add some new props.
Nope. It's just first attempt... From other side - it's just 5$...
Small asset with PBR props. 2k Albedo, Metallic, Normalmap and Occlusion inside. Link: http://u3d.as/n65 First look: [IMG] Second look: [IMG]...