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https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/1842-scriptable-render-pipeline-coexistence?utm_medium=social&utm_source=portal_share
You are probably using transparent objects. Use a cutout shader or force the shader to write into the depth buffer.
It is probably a portal
I think that 'Depth' is only for the builtin renderer and URP does something else for camera stacking. You are not using URP.
Have a look at cat like coding
About the errors in your first screenshot, just remove the substance plugin.
The number of visible lights is limited per frame view. This is on your project settings and probably limited to a maximum of 8. When the camera...
LoadSceneAsync is not async when used inside the editor.
You can try to add a [NodeWidth] decoration on your Base1 class. See https://github.com/Siccity/xNode/wiki/Nodes
Batch:5 means you have 5 renderers in URP, the real number of batches can be seen in the Frame Debugger.
You can try 'right click / reimport' on those assets.
Normal behavior. You should add a reflection probe in your room so Unity will use this one instead of the sky. You can also change the settings in...
You should read the documentation if you want good light. Simple workaround : add ambient light Or post a screen shot.
Perhaps sounds decompression, but It's perhaps texture loading when your objects are first visible, because I don't think textures are loaded at...
There is a VSync check mark in the resolution list of the Game window.
AFAIK there is no thing like function call in shaders and there is not even 'real' conditional code. I suspect that all the code of your shaders...
The post processing stack is already doing this (https://docs.unity3d.com/Packages/com.unity.postprocessing@2.2/manual/Auto-Exposure.html). You...
Try with a direct reference as shown here : [MEDIA]
You can use https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html and float arrays for example.
You could use real 3d objects and place them far away or at a constant distance from the player.