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Hi Andrew! Thanks so much for the reply, the two emails you sent went to the void apparently (not in spam or anything). We actually have to...
Hi, I posted a support email to Renderheads just before xmas 2017, hoping for a reply back about an issue that is very important for us: We have...
No, sadly I received no feedback from Unity internal support either. Priorities have now moved on, as they do when waiting for a long time for a...
Ah, ok rendering a mesh with Metal does work, it is not pink though, was white and disguised by the floor I had placed, so theres a bug I guess,...
Seems if you just want to feed any shader with the results of a compute pass you will always get the "Metal: Error creating pipeline state...
Ah yes, seems surface shaders aren't friendly with Structuredbuffers! What a shame.. still get the original Metal vertex attribute errors though. :/
My compute and append buffer passes are fine, but am baffled how your structuredbuffer works with a Metal targetted shader. I understand these...
Hi, We are also seeking exactly what you require - compute pass generating verts to an append buffer with indirect rendering pass via a surface...