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I don't know about VFXBlock but I had the same probleme for a custom VFXOperator. I managed to get it working by defining a Structured buffer in...
Also having the same issue. We have the Quest running an app for an exhibition and having user able to quit the app is problematic, on top of the...
Hello, I use Recognissimo in a Windows application and it worked great until today when I ended up getting a "JSON parse error : The document is...
Hello, yes, I ended up using the custom projection similarly to the examples I linked in my first post.
Hello, I just installed the latest Asset store versions of AudioStream and FMOD for Unity and still got the following error :...
After more investigation, the viewport node is actually not giving correct UVs. However if I remove the MaskCamera property and enter the values...
Hello, I am trying to sample a camera buffer in my VFX Graph to get the color value of the pixel at the particule position but all I get out of...
VFXGraph has add exactly this node for years now and has also have AnimationCurve and Gradients exposable as properties. I wish ShaderGraph could...
This is great news ! A high quality built-in water system is definitely lacking right now. However Crest has been an existing asset for a while...
Hello, I am reading a large video file (4654x1080) encoded in H264 and I have issue with the looping. The playback works fine until the end of...
Hi ! Thank you for your answer. An update on how I did it : The first option did not seem realistic with our hardware and number of videos (~30)....
I have the same problem with Unity 2020.2.4f1 and ShaderGraph 10.3.1. It makes ShaderGraph almost unusable with HDRP shaders as every time I make...
Hello, I am using AVPro Video in my application to display several videos on a screen. I currently have a media player component and call...
Thanks a lot ! The f32tof16and f16tof32do exactly what I need indeed and work perfectly in my case ! I am currently using _MyTex.Sample(sampler,...
Thanks for the answer. I understand that you cannot just truncate a 32 bit float to get a 16 bit float. My idea was more to use the 32 bit float...
Hello, I have a simulation running in a custom render texture of format ARGBFloat (32 bits per float). I would like to store more than 4 data in...
Thanks a lot, that works like a charm ! The width and height values are those provided by Unity for custom render textures, I do not use mipmaps...
I am trying this to reproduce the bilinear filtering done by tex2D when the texture filtering mode is set to bilinear using the above code (and...
It turns out SampleLevel works float4 color = myTexture.SampleLevel(linearClampSampler, uv, 0); I wish this kind of simple example was added in...
Hello, I am trying to sample a texture in a compute shader. Following the compute shader documentation page. You need to create a sampler, then...