A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Now I can pretty much confirm RTHandles is the problem here, which is the default static instance of RTHandleSystem. Thing is, if I create a new...
After further inspection, it seems like a bug from RTHandles. When I switched RT allocation to CommandBuffer.GetTemporaryRT() with the exact same...
Same question. It is very annoying when you profile a bunch of playtime, only realizing GPU usage is not added
So inside a custom ScriptableRendererFeature, I allocated a texture using RTHandles.Alloc() and had its enableRandomWrite field set to true. This...
Last time I checked the URP codes, it seems the Motion Vectors are all generated from the depth buffer, essentially meaning the MV info is all...
The features look really promising. My question is that for a large open world, when the system "resets" the world origin to avoid floating point...
Where can I find the info regarding the experimental Occlusion Culling System? Is it still based on the Umbra?
Don’t think they are the same things. In the forza video they mentioned using surfers to relight probes in grid. This sounds more like the...
Ty. I'm pretty sure it's the sceneview though from the profiler, because it is always the SceneView.Repaint() that causes the problem. I've also...
I don’t think it matters a lot here, cuz if a scene is unchanged, I don’t see why it gets updated so frequently. The main performance killer is...
Same problem here on MacOS, unity 2022.1.9a7
I'm writing my own SRP based render pipeline and trying to implement SRP batcher to reduce the cost of binding cbuffer. However, I'm noticing a...
Any update on the topic? It pretty much renders the runtime navmesh baking unusable...
Ignore these: (Wondering the same question, kinda weird that CameraTarget doesn't actually represent the target of scene view camera) Turns out...
i also saw this, but the question is kinda different. My problem is how to fit a struct into a constant buffer, which from my understanding,...
I have the following constant buffer codes in hlsl. struct RTHandleProperties { int4 viewportSize; // xy: curr, zw: prev int4 rtSize; //...
have you tried CopyTexture()? I was stucked with copying depth values before, and I solved it by manually dispatching a compute pass that just...
I'm not familiar with URP but maybe I can offer some thoughts (I deal with srp a lot In srp, you can draw stencil buffer with a custom Blit (like...
Any update on this topic?
I'm writing my own scriptable render pipeline recently, and realize a weird thing in UnityInstancing.hlsl. Normally, before UnityInstancing tries...