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I would love to present to you my new asset :)! This template will help you to quickly create your own factory builder/simulation game. You can...
Wow, thanks for such a detailed answer :D! I guess it's time to tinker with it again.
Unfortunately no, I ditched this project because of this.
Thanks!!
Hello maybe someone found a way to programmatically put interactable in let's say direct interactor and another way around to remove holding by...
!Update - mobile version of the shader The mobile version of the shader offers better performance on mobile devices and is very customizable you...
[IMG] Welcome! I would love to present my asset called Toon Water URP it's procedural water shader without need to use any textures with toon...
Welcome! My asset is the solution for lack of SSAO for URP/LWRP right now. It is based only on depth texture and it reconstructs normals on the...
Yep render feature but after couple times trying it out I am not sure about why back then I was getting such big overhead now I still do the same...
Hey, as far as I know, render feature is still the only option for custom post-processing. About limits of urp/lwrp around a month ago I wanted to...
Hey there! I recently was trying to implement sun scattering for Unity, at first I tried to implement it for default render pipeline after I...
Interesting in my case it works even with flags like RenderPassEvent.AfterRenderingOpaques without problem maybe because for now I'am just testing...
Okay finally found proper camera target :D! To anyone looking for this you can find target reference here: public override void...
Thanks for this! I think I'm somewhere near but I still can't push my image effect to screen buffer. I've written custom render pass which applies...
Idk how you can get texture with space normals and motion vectors but it should be available somewhere I guess. If you want to use post-processing...
Thank you! Transforming position from object to world worked :D!
Hello! Recently I was trying to make low poly water shader. I wanted the shader to be quite simple. In vertex part of the graph I'm just...
Hi there! For a couple days now I have a problem and I can't find a clue. I want to create custom post-processing effect that is going to work...
I know it's late but maybe it will help someone. In my case problem was that I was using custom surface shader which wasn't prepared to be used...