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Hello, I am trying to implement my own 360 stereo renderer and I'm not going to use any existing solution for this task; the reasons are specific...
Okay, I have tested both approaches and here is what I've got: "Single Pass Instanced (Preview)" still does not support command buffers - the...
Hello everyone, At the moment, there are 2 single-pass rendering methods provided for Windows Mixed Reality target. Which of them should I use in...
I have written a C++ code that compiles the shader for a single platform (D3D11, cs_5_0) and creates the shader object: [SPOILER] This program...
I have written a compute shader which takes approximately 350 lines (with all #includes) and now I'm trying to load it in Unity editor. Here is...
Case 905692. My apologies for a short delay.
Consider the following code: class Broadcaster : MonoBehaviour { void Start () { BroadcastMessage("OnStart", new Vector3(2, 3,...
And here is a workaround for 5.5.x versions. Texture shader: Shader "Unlit/PlainRed" { Properties {} SubShader { Pass...
Finally, I have done some graphics debugging on HoloLens and here is what I found. Below are two screenshots of VS graphics debugger. The first...
I have also noticed that in fragment program, screenPos.zw is not always (0,1). When I insert "screenPos /= screenPos.w;", I get some weird...
Case 885448
Is the difference in behaviour introduced by an API change? If not, I am going to file a bug report on this for convenience.
Thank you for response! I have attached the minimal project described in my post above. Unity version is 5.5.1p3. It would also be interesting if...
I am trying to perform a bit non-trivial rendering job in the following way: create an auxiliary RenderTexture which has a...
It seems that some HoloLens-specific classes (like VR.WSA.InteractionManager) contain static methods which are passed to native functions....
I am trying to utilize Unity's TextGenerator to acquire a set of vertices for a given text. Currently the generator returns a set of filled...