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Thanks! In the past version where shadergraph didn't have an InstanceID node, I would modify the generated code to include instancing. But that...
As far as I know, out of all the Graphics.DrawSomething APIs, only DrawMeshInstanced is supported by ShaderGraph. The Instance ID Node will always...
Thanks!
Sorry, it already exists. Just found it. Unity - Scripting API: Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelForTransformReadOnly...
NEED THIS!!!
I have set a skinnedmeshrenderer's material's texture with a rthandle that is calculated and filled in compute shader. Now I want to copy this...
I made an effect that used MateriralPropertyBlock, and I was setting mpb like this: _renderer.SetPropertyBlock(mpb, index); And my co-worker made...
Since reflection probe node is only defined for URP (why?), what are some alternatives for sampling reflection color in HDRP? I saw someone asked...
I was trying to use the sdf texture generated with the new sdf bake tool that comes with vfx graph 12 in an older version of unity (2019.4). It...
It doesn't feel like it's SRP batcher related. Because if I call Graphics.Drawmeshinstanced in update, it works fine (except for that transparency...
I tested this. And it's not working. I disabled the "Transparent Object Motion" in Frame Settings Overrides, but the meshes were not drawn. I...
If it's not gonna be backported, could you please maybe suggest some workaround for us? What's some other ways to draw large amount of the same...
Is there a bug ticket for this so that we can track it? I'm using 2019.4.17 and HDRP 7.5.2 and this bug is still not fixed. It's over 5 months.
I was trying to set DrawRendererCustomPass override material during runtime, and found that DrawRendererCustomPass is not public. Is there any...
I did some testing and made sure the compute shader actually gets finished first. But TAA is still not effective. So I used mipmap to blur it...
So, after some investigation, I suspect the problem comes from the quad not waiting for compute shader to finish rendering the texture. Therefore,...
I created a volumetric sandstorm in hdrp, but the cost is too high when every pixel is raymarched. So I used compute shader to render a low...
This is probably too complex for me :(. I went for another way of rendering the sandstorm. I first raymarch the sandstorm to a render texture in a...
I don't know anyone else to turn to for help, so @antoinel_unity sensei, please help.
I've tried this. But I'm still not getting the result I want. In the custom pass C# script, I wrote this: // get scene color and depth...