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Yes, that does the trick. To be specific: Create a new UniversalRendererData asset, apply appropriate settings (which for my case, is basically...
I use multiple Cameras in a given scene. One of which is the typical Main Camera, but then there are additional cameras which are used to fill in...
After some inspection of a RenderDoc capture, the underlying issue here could be that the D3D11 RTV arguments aren't using the correct array size....
I am attempting to insert a set of commands that render to a temporary texture (sized the same as the main camera) and then composite this texture...
okcompute_unity more general question, but is it safe to assume the ability to use private/local or even public custom npm registries will...
Yes, that's expected as it seems Unity requires the registry to support the /all path to query all packages. ADO doesn't seem to support that...
@Pelsepils, I was able to get the Azure DevOps npm registry working with package manager by base64 encoding "email:pat" where 'pat' is a personal...
+1, this is so annoying and appears to be entirely random. The copy can fail for any assembly definition in my project (it seems like the more...
Nevermind nevermind; Long investigation only to figure out that the normal being generated for my height map were wonky in the x-z direction. (x-z...
I tracked it down to the BRDF function used in the deferred shader pass that combines all the lighting data. In a high quality standard shader,...
I'm using a custom surface shader. Regardless of the lighting type (Lambert or standard) and with respective specular/smoothness/metallic/emmisive...
I'm using Graphics.DrawMesh behind the scenes to render what I need; Because of that, I'm unable to select my GameObject in the editor. I saw...
I do still see this in my project, especially when using the player. Unfortunately, I don't have a good repro case for filing a bug.
On launch, the camera will sometimes start at the floor level, i.e. y == 0.... This is inconsistent to reproduce but happens fairly frequently....
Is there a mapping of HDRP version -> Unity version, or is the supported HDRP version just whatever the package manager allows me to install?
Nvm, the issue ended up being how I was defining the keywords in the shader; I was using something like: #pragma multi_compile Keyword0 #pragma...
Adding to this, I'm using Graphics.DrawMesh and MaterialPropertyBlock to issue draw calls that actually use these materials, and I end up re-using...
I have a "base" material that my script duplicates into two instances via var newMat1 = Instantiate(BaseMaterial); var newMat2 =...
I'm attempting to use the fragment shader derivative trick to calculate world space normals 'on the fly' to give a flat lighting sort of effect...
I tracked down the default skybox shader code. What I needed to do is call DecodeHDR and use some global parameters. half4 tex =...