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Shouldn't use multiple cameras in HDRP unless you enjoy pain. Instead, do a custom pass.
As far as I'm aware, the indirect lighting controller (i.e. the override in the volume just to confirm we're talking about the same thing), just...
UPDATE (NOW I SEE WHAT'S GOING ON) Our character prints decals with each footstep (sand indentations). I finally realised that "bounds count" is...
I've investigated a little deeper. The "max lights count" value comes roughly from the total of the four different max light count settings in the...
I couldn't set a breakpoint, so I added this error log when light count is invalid. Now you can see the error being spammed with the number - the...
@xVergilx @Julien_Unity sorry for the ping but I'm getting an error message spammed randomly, which has been happening since v2022.3.19 but also...
SSGI will be sensitive to camera rotation, because it is completely calculated from what is visible on the screen.
I think that some static corridor games are suited just fine for some light baking - but all the truly massive indie games out there (in...
Unless I'm mistaken, Unity 6 has exactly the same SSGI as we have in 2022.3 LTS. If you mean something else by real-time GI, I'm not sure what the...
Quite a lot actually: Unless you are doing something extremely trivial, you're going to invest a significant amount of time mastering the details...
Feature Request - Small feature extensions to SSGI that will make it feasible to use - Unity Forum
Maybe this will help (it's a post documenting our own approach for achieving transparent over transparent, with fake refraction on both layers....
The slowdown might be a sign that most areas are maturing - but now I hope they will focus on big updates to real-time global illumination -...
So from the documentation, the way I understand it is that certain shaders or lit shader in certain modes (for example transparent rendering) will...
I don't have any experience with baking in HDRP, but as for the real-time lights - you can use mixed cached shadow maps. For all your static walls...
What do you feel you might be missing? I think you're on the right track if you don't add any directional light to the scene, and don't add any...
Our UIs are overlaid over everything - even the ones that appear to have a world position (for example an interaction marker near an interactable...
While we are using world-space UI, at least these UIs do not represent in-world items like interactable computer monitors or whatever - so I'm...
This seems like a super lengthy discussion over something that's not an issue. Maybe I missed something, but there are several ways to get good...
Excellent, thank you!