A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
The render thread is a CPU thread dedicated to doing work related to the render commands lower level graphics APIs like Direct3D provide, like...
This is an exciting feature - I'm eager to see how it evolves and expands over the next while! Does the new system work with Unity's built-in...
That all makes sense to me. Thanks for the quick reply :)
Thank you! Having to change the whole pipeline just for shadow settings has been really annoying and it means there's a combinatorial explosion of...
It's now been about 4 months since this update, 8 months since starting to move forward with the staging branch changes, and a whole year since...
HDRP has a setting the rendering debugger window (in Window -> Analysis) to visualize NaN pixels. It's likely coming from some of your content but...
Yeah. On the one hand I'm disappointed and not surprised, because it's a familiar thing across Unity. On the other hand, this impacts my job...
It's been 17 days since the last sync - will it be synced again soon?
Thanks for updating the repo. I think using averages for this sort of thing is kind of misleading, because a 7 day average doesn't communicate...
3-4 months later, this doesn't appear to have materialized yet. The repo is several weeks out of date and doesn't seem to have some of the changes...
HDRP's DoF runs after TAA but uses the jittered depth buffer that was generated before TAA was applied to that frame's color buffer. So it would...
Since there's no stencil buffer attached to the shadow map depth buffer, there's nothing to ignore - there's no stencil data at all because...
Awesome! Is there a publicly available branch of the Graphics repository with these changes we can try, or will we have to wait for it to be...
I'm not sure about good solutions, but I think the reason stencils don't work in shadow-caster passes is because there's no stencil buffer...
HDRP's TAA implementation increases history blending (decreases the current frame's effect on the final output) when there's high color variation...
I've seen more batched commits since my post a couple weeks ago - one had a collection of one-line descriptions (still not great but better than...
It appears this hasn't happened yet. For example: https://github.com/Unity-Technologies/Graphics/commit/8c6a242300e292fd7e2e16f0d72b71b7a0b6de40...
It might be ahead of a patch release, but it's visible in the target branch to us a week later than it used to be for typical PRs (only a small...
I haven't tried this myself yet so maybe it wouldn't work out, but something I've thought about is having a (toggleable) script which inserts...
The "NaN Tracker" fullscreen debug mode available in the Rendering tab of the HDRP Debug menu (Window -> Analysis -> Rendering Debugger) will help...