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Transient textures seem to be straight up broken (Unity 6.0.0.b13). Or am i doing something wrong here? passData.DepthPyramidTex =...
Nevermind, figured it out. The issue had nothing to do with Hybrid Renderer, it wasnt showing up cause culling was inverted, due to incorrect...
Im trying to render objects via Render Graph using separate camera, but having issues with Hybrid Renderer objects not outputting anything. So im...
If anyone is still struggling with this, heres how to do it in URP 14 with reflection:...
5 years later, still not fixed. Is anybody even working on probuilder at Unity at this point?
Ok, figured it out, this seems to be related to the fact that the artifacting faces are collinear with one of the axis, which causes...
When transforming any vector from world to tangent im seeing these noisy arifacts on a couple of specific faces of a mesh, like this: [ATTACH]...
Its just to prevent the SDF texture from tiling at the edges. Not anything related to the issue unfortunately, using linear_repeat sampler has the...
You mean using analytical SDF, instead of the one from the texture? If so then yes, it works correctly like that, but it says nothing about the...
Blurring the SDF does make it look slightly better, the larger the radius the less noticeable it is, but never fully resolves the problem.
Ok, this seems to be a general problem not related to my implementation. Tried generating an SDF and calculating its normal in Substance Designer...
Hey, thanks for the reply. Correct. Im outputting it on a quad in the world, so no, i guess? But it shouldnt matter anyway. Yes, i used...
Im rendering out some meshes and generating an SDF out of their sillhouettes using JFA. The resulting SDF seems to be correct. Heres an sdf of a...
No, unfortunately.
Im implementing an event-driven architecture for my game, similar to whats shown in this video: [MEDIA] But ive ran into a situation i cant find...
It cant ruin anything if done correctly.
Putting a canvas with Override Sorting enabled on the element parent solves the issue. And it doesnt create a batch per element. Although...
Has something changed about this? Heres some healthbars on a world space canvas, they are still sorted by their hierarchy order. No changing of...
I see. It should be fine for any relatively modern desktop GPU though, right?
If anyone is looking this up in the future - dont use fragment shader clipping/discarding as was initially proposed. Its terribly slow, since...