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Many thanks. I'm not using MSAA since I'm in deferred mode. I'm curious that is it compulsory everything will write Zbuffer for a proper TAA work?...
I've checked through the frame debugger and found that the TAA is executed before rendering the transparent objects. May I know how to deal with...
I tried to put the temporal AA component on the demo of CorridorDemo, but it turns out that the transparent object(water on the floor) always...
Material get a auto copy when you call .material than .sharematerial
I've encountered the same issue, I've adopted standard(Specular setup) instead. The specColor of metallic setup of UNITY is calculated by:...
Here's the steps of doing this: 1. create an separate camera under enemy's transform and make the camera always looking toward the enemy object....
You can simply use UNITY profiler tool to take a snapshot of memory in detail mode to see what have happened in the backend.
when rendering, unity pass the texture from memory to graphic memory with internal format. GetTexture() get a texture reference from memory and...
I'm currently doing a hair rendering component, splitting the rendering process into opaque and transparent. When doing the transparent part, I'm...
Thank you jbooth, I follow your advice and have a random read test in specific stride on PC(GTX670). The result shows a significant difference...
Here I want to test the impact of the performance on using different texture format(uncompressed vs compressed). as UNITY official documents say:...
As my experiment in unity 5.4, unity only allows to modify the coefficient of light probes than fully control it. This means every time you wish...