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Ok the above buffer is actually ShaderVariablesGlobal and I'm using if (UNITY_MATRIX_I_P._44 == 1.0) to identify a light as directional, which is...
That partially helps. I think what I am looking for is the name of this constant buffer that gets set for each shadow pass render dispatch so I...
Is there a way to find out during each shadow caster pass for a Lit material the light type (e.g directional/point) and light position being used...
As some Android devices can't access SSBOs (Compute Buffers) in the Vertex Shader stage (e.g. The number of vertex shader storage blocks (1) is...
I have this snippet from one of my old custom passes. Havent tested recently but I recall this is how you nominate depth. myDepthBuffer =...
Thanks very much for letting us know about the new functionality. This and AddPrecomputedVelocity have been a huge help which saves me writing a...
Still not working as of 2021.2.0b16. The motion vector pass still does not seem to be enabled/available. Using DrawProcedural /...
Ok after much pain I finally got this working. Here is the code so I can save you from it. The customAOV code seems only to work with the custom...
So I can blit in into a sharedRenderTexture and write this image out to disk. However, it only works if I set the ClearFlag to None, but then I...
I've tried using customColorBuffer along with a static/singleton object but the blit does not seem to set a RenderTarget, looking in the Frame...
Thanks for taking a look. How do I pass the idBuffer from the first custom pass into the second pass? For some reason I thought it inherited the...
Hi, Im doing a custom ID pass which seems to work in the frame debugger, but I cannot seem to blit the rt into a render texture successfully. I've...
I have a custom pass that works fine (e.g. an id) , but I can't seem to get the texture via CustomPassAOVBuffers. HDRP 11. Does anyone have a...
Ok, I tried Unity 2021.1.0b3 and used the AOVOutputCustomPass.cs in the test in the PR. But I still get this. Also I cannot find the option to...
My goal is to render stereo HDRP cubemaps out of Unity, including arbitrary AOV custom passes such as depth, ID, etc. Hence my code renders out...
My goal is to render stereo cubemaps with custom AOVs to make movies out of, so the Camera.RenderToCubemap method is not a solution for my needs....
Great thanks Pavlos. I had a look at the AOV API improvements PR and it looks like you've also fixed that custom passes can use different buffer...
We're interested in support for getting RenderToCubemap support for any AOV (albedo, depth, ID, Custom Pass, etc) so we can composite and edit 360...
Ok so 10.2 the functions are there for it (see this example), but it doesn't work...
I have some custom passes that I want to write out to disk (e.g ID, arbitrary data) , but there seems no way to access them through AOV request....