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@bgolus, thank you a lot again for clarification! Didn't know that, it make sense. However for Alpha-To-Coverage seems the hardware performs...
Hi, @bgolus, thanks for providing code sample! have some questions regarding it: 1. why do you scale noise values to -0.5...1.5 instead of...
Yes, our project was updated from 2017.4.6 Unity version. The exception is not reproduced in new projects
We encounter the same error (written twice in the console) in our project (Unity 2018.3.1f) every time Unity compiles code or enters play mode...
I see, yes, fully agree now. Never met 'pixel quad' term before, misunderstood your post. Thanks for clearing it out!
no, grab pass works fine on the same device. But it's a good question... seems I do something wrong in my command buffer. I'll investigate a...
Hmm.. seems you get it wrong: the depth texture that you can use in shaders is still rendered in a separate pass before the frame. I was talking...
wait a second, I didn't get it... This is how I think it works, please correct me if I wrong: let's assume we are in MSAAx4 mode, no overdraw on...
true. Though it affects the overall number of pixel shader invocations slightly on average scene. It's misleading to assume worst case to assess...
Thanks for clarification! seems like it's also variable depending on the hardware. On Google Pixel smartphone depth buffer pixel depth is...
this is not correct.. in some way. during rendering the depth buffer is also MSAA (otherwise MSAA won't provide antialiasing in case of...
this is not correct: in MSAA fragment shader executed only once for all subsamples inside a pixel, so number of executed fragment functions is...
Have the similar problem: during LoadSceneAsync the cubemap texture takes a lot of time from render thread doing Gfx.UploadTexture in one take...
There is a workaround: you can use https://docs.unity3d.com/ScriptReference/UI.IMeshModifier.html to modify mesh generated by the UI system. Here...