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Hi LouskRad, Gurbu Team, a quick question: In XR I am getting a vertical line/area in the middle of the frustrum (along its whole depth) which is...
I for my part am very happy with the support here. Answers are always spot on. Support is extensive considering all options from demos, to wiki,...
Objects which share the same material and same mesh can be batched together. For the DMII API an object is defined by its specific mesh and its...
Works like a charm. Many thanks @LouskRad ! To explain this, I am flattening resources into a texatlas (or a buffer which) have variable length...
Regarding the shader, the flickering is now gone, it came because I was not using the gpuiTransformationMatrix. Adding that to the wiki would be...
Hi LouskRad, thanks again for your hints. For a .SetTexture(), what other ways could I take for setting a texture? From time to time, I need to...
Ok, found it: Now, how do I do find the correct Prefab/Prototype Material to do a .SetTexture() at runtime? Having taken a look at the...
LouskRad or GurhanHazinedar, may I ask you for some light into the Shader Bindings workings? I just edited my custom shader to include the GPUI...
Hi LouskRad, thanks for taking on and always answering all our questions all the time. This is really a great help all the time! If I may add...
Hi LouskRad, thanks again for the solution, that did it.
thanks again, that did it. One further thing which I ran into afterwards. While it runs fine in the editor, in standalone upon...
On building with v1.1.1 (2018.3.0f2) I am getting the error "Assets\GPUInstancer\Scripts\Core\Static\GPUInstancerUtility.cs(886,13): error CS0103:...
May I ask for getting this on feeding the matrix4x4Array via ComputeShader as well? Pretty please :) Just had a go at foreach...
Awesome, thank you for the clarification and details. I was confused by the similarity of the described bug which happened to me in the past, and...
Uh, you are on SRP LWRP? Have not made it there yet, so cannot be of much help. If there's a ComputeShader convertCS =...
> Is it possible to access to a Depth/Normal buffer with GPUInstancer? If yes how? They have that / similar on the youtube videos. "HI Z Occlusion...
Also another one from my side: I stumbled yet again over the symptom that, using an a little bit more heavy ComputeShader construct (now on the...
ComputeBuffer length is set at its construction and stays that length until re-constructed...
Awesome, many thanks for that!
:-) [ATTACH]