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Your condition was what i want. Could you share your settings, if you still remember it. thx!
uint mask = (1u << numBits) - 1u; uint value = (data >> offset) & mask; Code above seem to be optimized as an function call named...
I am using DrawRendererSettings.SetShaderPassName(int index, ShaderPassName pass) to implement per object multi pass rendering. But the rendering...
Just convert the smoothed normal to tangent space and remap the range of each component form [-1, 1] to [0, 1], then save it in vertex color. It...
solved
I am writing a outline shader. For a better result, i used a second normal, and pack it with tangent. how i packed: tangent = (tangent + 1)*0.5;...
I am using a scripted render pipeline. Particles doesn't show in frame debbuger. How can i debug them and optimize the performance.
I am using a dummy as root node in my character. After export it as fbx then import into unity, the dummy is missing. The easiest way to reproduce...
thanks a lot, it helps! I should have thought of it.
I found there is some shader functions use real as return type, it seems some sort of number. What does it exactly means, and what's the...
It works, but looks ugly.
I am writing my own vertex shader. And I know there should be a meta pass for bake lightmaps. But i found ForwardAdd pass also affect my baked...
ui(canvas, image, text etc) doesn't show in scene view when i use a custom pipeline
After baked lightmap. I move all lightmap texture to another folder and use it as second texture in my own shader. It looks good in edit mode. But...