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I think you need a custom transparent shader to do this job. Something like: alpha_value = 1.0f - Light.Attenuation; But some cases like if the...
We want to manually sample the depth value in the shadowmap because we want to calculate the distance between a pixel and the occluder in the...
bakery-GPU-light mapper provides a way of only bake light probes
I was planning to bake SphericalHarmonics time sequences, And I want to use...
In forwardRenderer.cs(https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs),...
Hi everyone, I want to know how to use the compiled-shader binary instead of the text shader. The thing is we outsourced the creation of the model...
Hi, deverolirc. Is this repo works on your machine? You can mainly view the changes in this...
Here is a demo showing how to use shadowmask in LWRP. https://github.com/sienaiwun/unity_lwrp_shadowmask_demo
Hope it is not too late. Here is a repo to show how to use cookies in LWRP. https://github.com/sienaiwun/unity_lightcookie_caustic
Hope it is not too late. Here is a method to set the resolve operation on command. https://github.com/sienaiwun/Unity_AAResolveOnCommand
I have a float 16f openExr picture exported from a render texture, the alpha channel storing some data. In standalone mode, I can get access to...
A toy sample indicating how to use multi-passes in scriptable-rendering-pipeline in Unity. https://github.com/sienaiwun/MultiPass-Srp-Demo