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I would say this is becoming more and more common as more engines try to render photorealistic images and offers lots of options to the user. If...
Yeah it's a shame Unity stopped working on this but I can maybe understand why as they like to make cross platform solutions and raytracing still...
Hey apologies if this came off wrong. Totally not my intention. I know it's more involved than simply copying over what you've done as we've added...
Definitely possible for them to do it one day. The screenshot I attached is mostly using this cloud system in a fork I have of URP12. So keep...
The renderer data list is an array of ScriptableRendererData which the ForwardRendererData derives from. So you can iterate through the array and...
No straightforward way of doing this as far as I know since all the relevant fields and functions are marked internal. I have done something...
The fullscreen triangle isn't really about optimizing the number of vertices rendered. It's about optimizing the small 2x2 (sometimes bigger) tile...
Like @bgolus said about temporary textures with enableRandomWrite on, I've had issues with them working not with compute shaders at random times....
I don't know if this will stop them for now but URP currently has no built in way of having render textures persist longer than one frame which...
Have you tried calling the render texture's Create function after allocating?
Pretty sure this is caused by the falloff function used in URP and is why other engines offer the option to choose what sort of attenuation...
You could copy the URP package that would already be downloaded in your Package cache folder and then move that over to the project you are...
To modify any package source code you have to first embed the package in the project. That means copying the package to a folder like Packages and...
Unity added a new shader header called RealtimeLights.hlsl in the very latest URP versions. In there you can find the distance attenuation...
I think this is a side effect of the more physically accurate light attenuation function used in URP and currently there is no way to change that...
https://github.com/Unity-Technologies/Graphics/pull/4025 looks like that will be the official solution. Essentially a new shader feature that gets...
I think the best thing you can do right now is fork URP and make custom modifications to suit your project needs. If it is not possible to do that...
Thanks again for all the help!
Submitted Case 1324385
We ran into this issue a while back. I think what was going on was that any transparent shader that has the multi compile for screen space AO...