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Using context.submit() is a solution to this question. I got this answer from the discord channel (by Cyan). So unity will queue up all the...
Hello everyone, I am trying to render an object multiple times with same material(and shader). With each render pass, I need to change the color,...
Here's something I am trying to do on "MOBILE" devices. Batch draw calls, Use instanced meshes (GPU instancing) While I was looking at the frame...
Anyone...?
Hello everyone, (I've asked this question in other forums but no answer, hope someone helps here!) I am trying to render a layer separately. E.g....
Hello everyone, I have written a custom renderer feature and I am performing culling again to render a separate layer using...
So I made a video of how the issue is resolved when the light has a slight rotational offset. It draws shadows properly. Once the light is reset...
Thanks a bunch. But still doesnt work. I took a snapshot of how unity sets up the matrices: [ATTACH] Now this is funny because the MatrixVP is...
Hello everyone, I've been trying to create view and projection matrix for directional light so that it can be used for shadow casting. Here's what...
Hello everyone, I have been trying to write a code to draw renderers on the "AfterPostProcessing" event. The code works fine most of the times,...
This is what I figured out while playing around with post-processing. Without post-processing effects, unity will render out to...
Hello everyone, While writing a scriptableRenderPass and calling it via the scriptableRendererFeature, I usually perform a ConfigureTarget in the...
Hey! Thanks for replying. Yes, I tried excluding the custom layer x from the camera, but it didnt render that layer at all. You are partially...
Anyone? @bgolus , I know for a reason you definitely have a solution to this :P
Hello everyone, I am rendering some objects after the Post-Processing event. I have created a scriptable renderer feature and it enqueues a...
Hi everyone, I've been following Unity's docs and other blogs, but am unsure if this is the right way to write renderer features and passes....
@funkyCoty here is the code: public class FadeFeature : ScriptableRendererFeature { public RenderPassEvent rpe; public RFAsset asset;...
Hello everyone, Firstly I wanted to know if ScriptableRendererFeature and ScriptableRenderPass are the right way to enqueue passes as an...
My wildest guess is to open up the .cginc (cgincludes) files and check where it goes wrong. Also, check for the CBUFFER where you can access data...
An easy fix is in your shader change this line: half4 texColor = tex2D(_MainTex, i.texcoord); to: half4 texColor = tex2D(_MainTex,...