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.
Separate names with a comma.
I am in the stage of making some optimizations in my game code and the basic lack of an option to prevent objects from being View Frustum tested...
Also found this thread from a couple of months ago that described the exact same problem:...
I am facing the exact same problem as you were @Emma Ewert. I even put a question before seeing yours - but didn't get any replies...
I have implemented a very simple point-cloud system (like a particle system where particles don't move) using a geometry shader that works like...
Have you continued to work on that project? I am very interested in using OpenCL with Unity (to move a lot of stuuf I've been doing with Compute...
So, my question is pretty much what the title says: in the Compute Shaders in Unity, what is the correct way of having constant/uniform/global...
@JamieT Did you ever find a more accurate answer to your original questions? I ask that because I am in doubt about that too. What I am certain...
Thanks for the quick answer! Indeed that post is helpful. Just out of curiosity, you posted there some 3 years ago relating the above-mentioned...
As my title says, I would like to know if Unity supports point sprites shading. I am setting a custom GPU-based particle system that is currently...
Super helped! Thanks a lot, I will take a deeper look into the include files that were added/changed.
@defaxer Many thanks for sharing this! Very helpful. Would you care explain a bit what you did change over the Standard shader? I was comparing...
@hpjohn I am facing that exact same problem and to avoid duplicating the question I will first try asking you here directly (also bumping this...
While coding a new Unity plugin for the Asset Store, I found myself in the position when it would be necessary to retrieve results from the...
Anyone?
My question is rather simple: within a shader, is there a way to retrieve the ID of the given GPU thread, that works both in DirectX and OpenGL?...
Ah, many thanks for such a detailed example. Very cool idea, and yes it got much clearer! I think I got the concept and will try to implement it...
Can anyone give any ideas on this? It is still messing up my profiling quite a lot.
Were you able to figure it out? I recently had to struggle with something similar
@Heisenbug I would love to know if the OP eventually found out a way of passing the 4 floats to a float4 texture, or if someone else has any ideas...
Yes, this is yet another question about why Graphics.PresentAndSync and specially its sub-routine Device.Present appear in the profiler eating so...