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Well, keeping the lights low and using fog to brighten things, like you mention, is a possibility too. That is not quite what I meant though,...
Hey there, I think ive seen some games do that, but more in the 2D sense with different scrolling layers. In which case it would be more of a...
check out how post processing works in HDRP, you have to set an appropriate Exposure. Often times it makes sense to create a global Volume for...
The generation of Mapmagic is based on it's own terrain tiles. A lot of things are possible theoretically, but it is not made for modifying...
Yup I get what you are saying. I just think the term AI isn't necessary for that really. Have you thought about how far you can come with just...
@Jack_Martison I guess you use the ambient probe only for reflections, because that's kind of my issue with using the lighting scenarios, the fact...
Okay, well I see. But that's kind of a technological limitation then. If you have lots of baked APV light scenarios, those take less time to bake...
I agree with @CodeSmile mesh, texture, and shader optimization, LOD creation, you can script/do automatically even involving Ai parts or...
what is the obvious reason you cannot use lightmaps? :D APV is baked lighting too, so you don't have a day/night cycle or things like that. So you...
in the first screen you only see direct light, when contribute global is on, your static objects here get indirect lighting from APV (2nd screen)....
You could use a custom shader on your characters instead, a shader that either ignores ambientIntensity value or can be fed a custom environment...
If you assume it is because of Ray Tracing (could be if you are using raytraced global illum.), why don't you switch that off in your editor, see...
I think it is all about execution order. You'd have to make sure your multi-parent constraint in in that part of the rig, that gets executed after...
I totally get what you mean, the enemy demo does have cinematic lighting. I think there is room for both: 1. cinematic lighting, which many people...
@ARealiti your characters look really good, but when it comes to the overall light within the room, i personally feel some kind of bounce light...
Well, I don't disagree, but also that's why it is a post processing stack and a scriptable pipeline where one can implement custom effects. :D...
Hey @Flipbookee just wanted to let you know that on Unity 2023 Versions (Win10) the Window and Text rendering of Script Inspector seems broken....
@DisquietMedia You probably figured that out by now, but there is a URP Version for importing Reallusion/Character Creator Characters too, just in...
I don't know much about Unity's official solution to that, but I've been using Amplify Imposters in older versions of HDRP and it worked fine.....
That's true. Then you can check Quality Settings, maybe you have selected Low Quality HDRP Asset selected as Editor default, which has volumetric...