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Thanks for the information, I will go ahead and update the shader. Perhaps I should put this up on github... I will look back into adding single...
I was also unable to find an answer to this problem. My solution was to create a left and right render textures seperately and combine them...
Bump. I will replace this bump with the best assessment of what I can dig up soon if nobody knows anything about my initial question (so the...
So you create a RenderTexture with a depth format. Then you create a typical RenderTexture. Then you set your camera target buffers to the render...
Very nice. Do you use the depth map of a texture to determine how blurry something should be based on the distance from the reflective surface?...
Here is my chance to give a little bit back to a helpful community. This is an extension to the standard shader to support realtime planar...
Context: I have one camera perform two separate renders for each eye into render textures. I then want to process the textures further with Blit....
I believe I have found a workaround, I do not know if this is intentional or if it is a bug, but from my limited knowledge it appears that...
I am trying to figure out of this is typical behavior and I am doing something wrong (and if so what I should do instead). Or if it is a bug (and...