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You can try flow maps.
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Unity now supports local (per shader) keywords, though i'm not sure whether this is implemented for Shader Graph yet:...
I noticed a weird issue with shadow cascades in my scene - whenever i zoom in on an object with an alpha clip shader, like a tree or some grass,...
I saw a GDC video a while back where the creators of Abzu talked about how they used blend shape animations to facilitate better batching of...
In theory, bone-based animations use more GPU and CPU performance, while blend shapes use more memory. Creating simple animations for low-poly...
WWW will probably be deprecated in a future Unity version, but if you don't update the editor then it will always work. The WebRequest system is...
I'm trying to write custom shaders for the URP, but i noticed that the dependencies between the shader files are a bit of a mess and could use...
Since the built-in URP post processing doesn't work for WebGL, i did my own color grading implementation using ScriptableRenderPass based on the...
I just tried it, and i can't really say that URP is working as it should with WebGL 1.0. Primarily, you don't get any light contribution from...
All right, thanks! Yes, i noticed it does show up properly as WebGL 1.0 once added, i will try to verify it on the mac right now.
Wha... that's amazing!!! Holy crap, thanks! I was fully expecting having to backport my project a few versions. Will the build include support for...
Nice, thanks!
I'm trying to build my URP project for WebGL 1.0, but i only have the option to select it from the graphics API menu. Was support for 1.0 dropped?...
I suspect that Shader Graph is adding a bunch of keywords internally in the generated code, such as multi-light support, fog, instancing, shadow...
I just ported a project from 2019.2.7 to 2019.3.0f5, and i noticed that a shader graph which used to have alpha blending now uses alpha clip with...
I think what bambamyi is referring to is a tutorial on how to re-write your custom shaders to be compatible with URP. I too have a shader written...
Yes, this is what i'm referring to. The PBR master node expects normal input to be in tangent space. The normal is then transformed to world space...
It's a part of the shader. When you paint terrain, you are basically painting into texture maps which have the same dimensions as the terrain. The...
HDRP will not perform well in a mobile AR game, frankly i'm not sure if it is even supported since it requires deferred rendering which is tough...