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I did end up making a working motion blur that's not based on the camera! Though it is extremely specific to my project. Though maybe my solution...
Hi! I'm having the same issue, and as far as I can tell, the only way I've found is to use vert/frag combo. However, hlsl libraries are a bit...
I agree! And 2019.3 is almost out of beta, and forcing URP on us! Still no custom PP and Unity has been silent on this topic for weeks.
Hi! Would you be able to give us an ETA on custom post-processing in URP? Also, I'm interested to find out why the URP is being forced in Unity...
Hi all, The motion blur currently builtin the URP seems to be based on the camera motion. In my current project, my camera will stay static,...
Ah! Thank you so much! I got confused by this method I have found by searching for the function in a new project: [ATTACH] That's in the shader...
Hi all, I am trying to write a very simple shader that displays a texture on an object in screen space. Not unlike the legacy render pipeline, I...
The docs have been promised two months ago. LWRP is already declared deprecated, and no official solution has been given for custom PP effects in...
Hi all, I'm trying to write a script that mirrors the pose of a hand. So basically the left hand would be an exact mirror of the right hand. I've...