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Are we stuck with SH light probes tech for lighting dynamic objects ? On mobile, i'd like to have my characters only lit by lightprobes and zero...
I'm looking into this subject for mobile VR. What would be the most optimized way for "mobile soft particles" nowadays ?...
FIXED Hello, i have an issue with an URP alpha cutout custom shader, when the _BaseMap texture has an alpha channel. It looks like there's no GI...
Yes i meant i'm doing LUT correction in the shader, not post-process. Yeah i think it's 2 additional texture samples per pixel to filter the LUT...
@atomicjoe Thanks for your shader. I've gone the LUT way using Unity's ApplyLut2D function in color.hlsl thinking it would be more optimized but...
This won't fix this issue. I wouldn't need extra uv padding, but a color extension of the border pixels color (color "bleeding"), so the shader...
Hey, i haven't baked anything for a little while. Is this still the way to fix this issue ? Using TEXCOORD0_centroid ? Or did you implement some...
The issue is only with the alpha, and the artist has already authorized his sprites in photoshop.
Hi, i have the same problem in URP/linear. From what i get, the issue is Photoshop using alpha blending in gamma space. To me, alpha created in...
@Wawruch2 Terrific work ! Is there a way to launch the exe for VR or should it work right off the bat ? I'm using a Focus 3 with Vive Business...
Good catch, yes it's the MSAA. We're using it for VR. But still, with extra padding in photoshop on directional maps, it "fixes" the issue. I...
:( I know Bakery proposes voxel probe volumes to get some more defined faked shadows.
Hello, i have a bug where i have some flickering white pixels when looking objects at a far distance. It happens with URP, only in the game view....
Hello there. It's a long time question, i dont think it's actually possible and i struggle to formulate it... But anyway : Using shadow masks...
Hello there. I actually have a "bug" where initially deactivated lightmapped prefabs get wrong uv's only on builds. Making them visible in the...
Hey, could you tell me what is the North direction assumed by your tool ? -z ?
You have to split your object in several objects. An object supports only one lightmap.
8k is reaaally big.And yes by default you can only go up to 4k.Your object size is just too big and it takes the entirety of the 4k map. You have...
Another question I have hard times to set correctly the cookie texture with urp. It's like the projection isn't aligned with light local z...
Hey Mr. F, I wish you a good recovery. How can i deal with L1 probes negative values within URP ? I don't really get what cause it and how to...