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Right okay, it makes sense that overdraw is a problem with instancing, since there is no depth test happening to know whether something is occluded?
This may be obvious, but I'm curious why this is happening. I have a test scene where I am rendering 100k cubes using DrawMeshInstancedIndirect....
Okay, I was able to finally get this working in Unity 2021.3.5f1 URP. In your ScriptableRendererFeature: public void Setup(ScriptableRenderer...
Bump. Its a bit maddening how difficult it is to do this in URP. Does anyone have a working example for unity 2021.3?
Bump -- Anyone have any ideas of where to investigate furhter? The slowdown unfortunately makes prefabs completely unusable for us. I was also...
Hello all, We have a fairy large scene that is broken up into 6 top-level prefabs for each major area of the world. The reason for this workflow...
For anyone else discovering this awesome thread and wishing that the above solution would work for non-public fields (I can't shake the...