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Hi, I need to clear depth just after writing my custom depth texture to a global texture. Is this (clearing depth at the end of custom pass)...
I just coulndn't get it to work this way or using RendererListDesc, but only using: NativeArray<ShaderTagId> tagValues = new...
Thanks@cholleme. I just rewrote this: var descriptor = renderingData.cameraData.cameraTargetDescriptor; descriptor.msaaSamples =...
I have tried to convert a very simple blit feature, i.e. TintFeature. After my conversion it works in both compability as well as the RenderGraph...
I need to use camera depth texture. If the depth texture is specified in inspector settings: camera > rendering > depth texture or universal...
After replacing activeDepthTexture with cameraDepthTexture - I have finally managed to get my mask feature to work in RenderGraph. Looks like my...
How could I setup a render feature code similar to that in @DrViJ post; i.e. rendering RenderersList - but to custom global texture - instead of...
I would like to draw meshRenderers selected by layerMask - using CommandBuffer.DrawRendererList - in the built-in render pipeline. The only way to...
This is report I got from bug portal: All fixes for this bug report have been resolved and closed. Summary: Branch:2022.2.X Resolution: Won't...
Yes, in a shader. I need to make a number of increments and decrements in a single pass. A sort of blending, where the colors would add like that:...
I would like to use a regular texture instead of stencils. In specific I need some equivalents of IncrementSaturate and DecrementSaturate...
Now I understood it. The default is compatibility mode, when creating a new project or opening an old one. This will give some time until the...
Maybe will be not that bad. I have just imported my crossSection asset to 2023.3.0b1. The asset contains a dedicated outline and other stencil...
I have recently updated, adding some intersection setups to the URP package. [ATTACH] [ATTACH] I hope the update gets published soon.
In other words I can't get to work the below stencil directives to work: decrement wrap increment saturate decrement saturate I have tried in...
If you don't like to draw objects included in stateBlocks[1] - why to include this RenderStateBlock in the stateBlocks array? Why not to declare...
This is the code I am using for a single pass ScriptableRenderFeature public override void OnCameraSetup(CommandBuffer cmd, ref...
[ATTACH] I am rendering a mesh combined from a number of cylinders using DrawRenderersCustomPass, with depth override: always stencil overrides:...
Generally - as long as the meshes are closed - the setup for intersected meshes requires one extra stencil pass, but works flawlessly. The most of...
It is a long time and I guess you have found the solution - if no - I have answered this question a very long time ago here:...