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@aleksandrk Thanks for the information! On further reading https://forum.unity.com/threads/will-srp-ever-be-usable-for-webgl.523194/ I hope...
Hello everyone! When can we expect to see a good documentation on lightweight rendering pipeline and high definition rendering pipeline. The...
When I export the built in scene that is provided by the LWRP to WebGL, I loose all lightning information and post processing effect. What can I...
All the pixels in the scene arebeing updated By this: "Several Pixel can effect 1 pixel: "Many on one" or "one on one" relationship" I meant...
The whole scene is to be updated Several Pixel can effect 1 pixel: "Many on one" or "one on one" relationship I want to update points in 3D , But...
I want to copy the reflectance value of point A to point B, and each point in the scene has a different reflectance value. You can take any model...
I am updating pixel B with some calculated value that is present at pixel A only, other pixels can also contribute to pixel B but their...
My goal is to update pixel A with result from a different pixel B in my shader . As far as I know this cannot be done in a fragment part , but...
So I wanted to do the above. From what I have read is that this can be achieved with point splatting. Instead of drawing a full-screen quad and...
Documentation required on using realtime lightmaps in shaderlab
I also want the "realtime directional map" as specified here : https://forum.unity3d.com/threads/directional-lightmaps.280716/ For the normal and...
I cannot ask question directly in this thread so I am posting it here: https://forum.unity3d.com/threads/directional-lightmaps.280716/...
Can I know the details, like I know 4 GGX variations, which one does Unity use ? Where can I read this up . Thanks!
Can you please confirm that Unity is still using blinn phong BRDF in 5.6.3 ? I would really appreciate it !
Yes but thIS paper takes into account only the image space data, that is why the overhead is very small as compared to SSAO
Dual rendering ?
I have not seen any implementation of SSDO in unity. I was reading the paper and trying to figure out a way to do it in Unity . Can you point me...
I was trying to understand SSDO .So far I know that the method is independent of the number of lights in the scene, but how does the method take...
I am not using HDR at the moment, so I am returning : return -log2(tex2D(_CameraGBufferTexture3, i.uv)); I get the same output as I see in the...
When I sample the _CameraGBufferTexture in the fragment shader inside unity shaderlab using : return tex2D(_CameraGBufferTexture3,i.uv); I get...