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@francois85 Sure, I am still having the same problem with new 2018.2
Tried using new post processing stack with LWRP on mobile and got max of 50FPS on Samsung Galaxy S8+ with only Bloom enabled (with only Intensity,...
I am getting some weird results using normal maps in Shader Graph. Don't know if i am doing it the wrong way if someone can help, maybe try the...
Installed Unity HUB and made a fresh LWRP Project still the same issue. Unity 2018.1.5f [ATTACH] 2 Spheres with same Metalic/Smoothenss values...
@OmarVector This is maybe old post but setting v-sync to every v-blank fixes the problem with FPS on mobile.
I switched to using LWRP a few days ago, and game is now running at 60FPS for about 1-2mins and then it starts dropping the frame rate cause of...
@ntjahero Tried that :) Dunno what's happening here. I tried to use Sampler with default texture type and set the normal map as Default too with...
I am getting weird normal mapping effects with new Shader Graph using Lightweight SRP. Without normal map everything is alright. These r the...
Yeah, thanks @bgolus . I just wanted to know that shader is not the problem and yeah 15 pp passes is hell for mobile but i wanted to check with u...
@aleksandrk SM-G955F and i am targeting high end devices :) any suggestions on this shader, is it better to use separate albedo map and dont do...
I am having problems with thermal throttling on my Samsung S8+ (It is tt for sure cause when i cool the device i don't have fps drop). I am using...