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I don't own the code personally (wrote it for a company), so my hands may be a little tied here. I can talk to some folks there to see if I could...
Could you give some clarity on why HDLight objects get added in a different way than every other type of Unity component? I'm confused about a...
this is hilariously undocumented :confused:
Nevermind I figured it out!! Instead of volumeProfile.Add<VisualEnvironment>(); try...
Scene scene = EditorSceneManager.GetActiveScene(); int stringIndex = scene.path.LastIndexOf('/'); string path = scene.path.Remove(stringIndex);...
Using 2019.3.0f6 HDRP 7.1.8 I'm trying to automate some of the post process setup for the scenes in my project on my port of a project to HDRP....
Everyone in this thread is making me wary of trying out the new package.... :eek: Finally feeling like things are approaching stability with my...
Any updates on this? My render textures used to write an alpha channel, and now they don't (just a solid color)
My scene has a two camera setup: 1) Camera rendering to main screen 2) Camera rendering to a texture on the main screen I set up a global volume...
I ended up figuring it out, it was pretty bizarre actually. It wasn't that the controllers were in the wrong place. It turns out it was another...
I've been using the TrackedPoseDrivers to great affect lately with OpenVR. However, after updating to 2019.3, the controller positions aren't...
IIRC, UnityPerObject are like the name says; values that can be set per mesh. I.E. if you have a bunch of different meshes all using the same...
You can define properties in the CBUFFER UnityPerMaterial or UnityPerObject (see the "Constant Buffers and UnityPerMaterial" section of the...
URP was out of preview when the post processing stack (and even the name) changed. Camera stacking was also removed without much notice either...
Well first off, most of the render pipelines have been in various states of being completely undocumented. Its a bit better now than it was...
second this. This would be really great to know!
I do have one shadergraph shader that compiles in URP but with HDRP gives me an error saying "maximum ps_5_0 sampler register index (16) exceeded"...
My shadergraphs were initially constructed in URP which may explain their easier portability.... The shadergraph files seem to just be JSON, so...
I didn't say to copy the full assets folder to a new unity project. Switching render pipelines in a project is very doable (I've done it a...
Have you tried deleting the library folder and reimporting the project? At least for my shadergraph shaders, this is the only way to get them to...