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Lumen is the best GI solution currently available, by virtue of how easy and time-free it is to implement. And that's whilst still in a beta. The...
The problem looks more like the floor is reflecting the light from the skybox. The AO in the mask map is meant for small details that have no...
Just to add thanks for raising this as I was having the same problem at the same time, and this also fixed it for me. Playing around, I think...
It depends what you mean by 'commercial' game. If you mean turning round asset store content for quick sales on steam, probably vanilla is the...
[Er.. yeah, I know Dishonored 2 isn't Unreal - but points still stands! :) ]
Both cameras and RT probes are incredibly performance-heavy. This isn't really an HDRP thing, it's a real-time rendering thing. Look at a mirror...
It's not really a bug, it's a limitation in the volumetric approach. A general 'fix' would have a lot of performance implications. The simple...
I've been experimenting with the system - motion matching is fantastic, there are always a few drawbacks with responsiveness, but it's such fluid...
There's a limit (iirc 4gb) on the asset size for a single scene when building, due to an inherent Unity limit. This usually manifests at runtime...
I had the same issue today, came up with a crude solution, by attaching the below script (tweaked from an example - 99% of the code is...
The GPU is advertised as having the most influence in gaming because NVidia care more about selling GPUs to gamers than Intel care about selling...
- Use spotlights and light cookies. If you bake your lamp fixture, you actually get far more realistic shadows that are impossible to capture in...
I'd think the most likely scenario is you've still overlooked a material that is set to transparent. The tried and tested method of finding a...
Are you using SSAO? That can artefact badly on geometry like this; one solution if you don't want to disable it completely (and don't mind the...
Feel I'm missing something obvious for the simple use-case of decals with different block properties (e.g having multiple decals dissolve in based...
Use a custom vertex shader on the coin that doesn't apply the viewing transformation....
To OP - 25k batches is a lot of batching work, which I'm not 100% is the cause, but it's a high number. One of the most important things to do in...