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GPU instancing in the default Unity implementation involves filling out a buffer with all the data that is unique to each instance, and then...
I was wondering, why is it that CameraMotionVectors do not require ztesting, but object motion vectors do? This is the case in both the old...
Ah right, thats true, its the velocity thats having its y component negated, not the screen space position of the fragment. I confused myself and...
So I am looking at ShaderPassVelocity.hlsl from the SRP github repo, and I see nothing that indicates a conversion from NDC to screen space. In...
So, 2 questions. First I noticed that the Internal-MotionVectors shader in unity 5.6 creates the motion vectors in screen space, that is to say...
I also noticed something else. If I simply release compute buffers from code inside my script while working in the editor... things dont fully...
Cleared in what sense? Because, my compute shader decides all the LODs and frustum culls putting the results in append buffers. If I read this...
So I have been using Graphics.DrawMeshInstancedIndirect for rendering some objects in my game. I would however like to also see these objects in...
Off the top of my head, an idea might be to use a sampler that conforms to the wrap mode you want to use. So declare a sampler with the desired...
Well, I was aware of what the intent of the argument was, but it doesnt seem to actually do that. I took your own script you posted above, changed...
If I may revive this thread, using Unity 5.6 when I use DrawMeshInstancedIndirect and use an argsOffset as one of the arguments to draw my...
Glad you managed to get some good results. So to answer your questions. 1. I tend to find that it is better to do the math on the gpu, but...
I can tell you that the reason why it's flat is because you are no longer considering the normals of the mesh when calculating light. You are...
I was mainly just hoping to get shadows for things like trees and large rocks in the distance, rather than the current zero shadows. But I suppose...
I was wondering if signed distance fields could be used to generate cheap shadows for distant objects? At far distances, precise shadows arent...
SV_DispatchThreadID is actually a vector of 3 values. If you create a new compute shader you will see it defined as follows: uint3 id :...
Suppose my guess was correct, it felt a lot like the quantization errors that happen with bright colors due to linear to sRGB color space...
So I was experimenting with the render targets and I came across something odd. If I pack a value into say the specular channels of render target...
Thats strange. Actually flipping the green channel and using it normally was one of the first things I tried, however I was getting...
I added that tag, but doesnt seem to change anything, does batching even happen if I only have 1 object in the entire scene? The way I am testing...