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we abondened URP for our last big project because of lacking point light shadows. Now we're about to start a new lightweight VR Attraction where...
thanks, but weird that this is not documented. Why not give this function a seperate parameter like (bool useOrientation)
Well i waited for like ~2 years? before i even got into SRP and it's still not production ready imo
I generally like the idea that Unity reinvents itself to keep up with new technologies and to optimize their pipeline from the ground up. And i...
which kind of ML ? Does this mean the phone learns how common objects are shaped and remembers them when you scan them and then rebuilds them...
i just realized i used your project 2 days ago to scan half of my property - works pretty accurate. The dimensions are more then 15m x 15m. Nice...
alomst forgot, here is a shadergraph node setup of the same thing[ATTACH]
nevermind https://forum.unity.com/threads/water-shader-graph-transparency-and-shadows-universal-render-pipeline-order.748142/ appears to handle...
is there a way to force unity to use world space shadow calculation instead of screen space for specific shaders? Turning off shadow cascades is...
any progress on this? Afaik compute shaders dont work for webGL yet in unity.. and vfx graph heavily relies on compute shaders
[ATTACH] workaround with baking to uv1 works fine. Although mesh.uv are only Vector2. In my case no problem since i only need x and z position...
hm that's inconvenient, i feel they should add sth. like a shader-stage-transfer-node. To work in vertex stage but output is fragment stage
i'm working on my first "complex" shader in shadergraph and for me it appears that at least "object position node" has the transformed position...
Hey, i'd like to keep the original vertex.xyz from the vertex shader-stage and access it in the fragment shader-stage later. Let's say i have...
both ways work. Might give a summary tomorrow, too late now.
this shader would look 100 times better than the default standard shader in VR, since the glossy edges were the thing that bothered me most, even...
in a similar boat here, we use 2019.3 with URP and VR and are looking for auto exposure & SSAO. What's your impression of NVIDIA VR Works? What's...
sometimes shaders on URP are beeing compiled when you start gamemode, make sure you wait some seconds, they might pop up
What i try to get is something like a "snapshot" of all the visible meshdata (vertices, vertex connections) from camera perspective or from one...
:D yeah that's weird to me too but maybe you just need more people using it to boost the development... so they trying to get more people to use...