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How is lightmapping not cheaper than light probes, when using light maps all the lighting data is pre-calculated and then applied to the faces of...
Not trying to be rude, but why is it that some random dev can create this in a day or two, but a company with thousands of employees can't. Is the...
Wow you're a life saver, how did you go about creating this?
I watched the video on adaptive probe volume sit seems they give results very similar to lightmapping. So it seems that the solution is to either:...
@Gasimo Yes but @wwWwwwW1 s response states that for the progressive light mapper, other LODs should receive lighting from light maps, not probes.
Thank you for the response, So it seems that the best way to go about this (as I have a lot of baked lights, and a lot of static geometry) :...
Ok except that, other LODs dont use LOD0s lightmap space autmatically, I need to tell them to, using UnityEngine; public static class...
Ok so I read the documentation and this is what i'm getting from it, No matter what, it is default for other LODs to use the light map texture...
Even though any game ever made would need this out of the box.
Since I will never have access to Triangle clustering (Nanite) tech while using Unity (unless I move to China) Im wondering how Unity handles LODs...
So im realizing this occurs with any texture I get from Quixel, so is this happening because it excepts the normal map to be used in Unreal? How...
Yes I am using Temporal Anti aliasing, none of them fix the issue. SMAA FSAA etc.. Yeah it definitely looks like an aliasing issue but it only...
Bump [ATTACH]
Bump stilli having this issue [ATTACH] The emission is not uniform, this occurs even when i disable bloom. I am using anti aliasing and...
Im trying this it kind of works but not really public void SetEmission(Color color) { // Calc ratio new color intensity float...
Actually still struggling, Vector4 works well for saving the original color and intensity, but applying a new color with the same intensity is not...
Wow yes worked perfectly using Vector4 thank you
This does not work, Im confused..... Caching original Color, along with the UI intensity, Then doing material.SetColor("_EmisisonColor", color *...
Whats crazier is even if i manually input the same value I have in the inspector, its still wrong. If the material starts at 3, and then I set the...
Ok this should be simple and straight forward but it is not at all! I currently have: void Start() { (originalEmissionColor,...