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This is my fix, although I don't know why this fixed it: void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera) {...
I am using this technique for turning lights on for different cameras: void OnBeginCameraRendering(ScriptableRenderContext context, Camera...
No, I'm saying that I solved the problem by creating a material. Before, I was just using the default material that's attached to the shader...
No, the answer was that I just needed to create separate materials using the shader, instead of using the shader graph autogenerated material.
I am developing a game in Unity using HDRP and ECS/Burst/Jobs. Overall, my project needs: 1) Architecture consultation 2) Setting up multipass...
Here is my solution: void Start() { RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering; } void OnDestroy() {...
I have a minimap camera that renders to a quad. However, my game is too dark, and I want to light up the minimap without affecting the main game....
I have a shader graph material that I am passing to my script through the unity editor inspector that creates and renders objects. It works really...
Ah, I didn't realize it goes so far as to look at the type of the values inside the components and update those. That's awesome, but maybe too...
When using a parallel writer, CreateEntity and Instantiate return an entity with a negative index that only has meaning to other commands in that...
I want to have a shader that takes an array of points as uniforms, and distorts the space around them by sampling points from the screen rendered...
I was trying to use the built-in transform systems to create runtime child entities that are relative to a parent entity. However, that requires...
I have an entity that is sometimes created through an ECB parallel writer, and the same entity that sometimes needs to be created with the...
I currently use RenderMeshUtility to create runtime entities that are rendered with a mesh and a material. Is there anything similar for lights?...
I have a system whose job it is to apply all the transformations to my LocalToWorld components of all my Entities. It's just a normal IJobEntity...
Resolved in: https://forum.unity.com/threads/unsolved-rendering-error-when-on-orthographic-view-mode-transparent-surface-type.855427/#post-8846155
I'm having a similar issue in HDRP with the orthographic camera not rendering lighting on transparent objects, if the camera background is a solid...
I'm creating a 2.5d game, and I wanted to program a parallax background by using an Unlit shader graph, and putting the material on a plane that's...
Is this the same thing as Depth Test in the shader graph? Setting that to Greater or Greater Equal just makes the objects invisible. Maybe it's...
Update: The child transforms don't update automatically, so here is my system to do the update. Please let me know if there's a way to configure...