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Unsure if this is the same issue, but I was making a copy of a RenderTexture in my Assets folder. Every time it created a new one as a copy, it...
I am porting my setup from the forward renderer to the deferred one and am in the processing of figuring out how it all works. One thing I haven't...
I am working on a URP project which uses a custom formula for calculating light attenuation. I see that the progressive lightmapper supports...
Sorry all, I had no luck with a runtime exporter.
Thanks for the reply!
I have written a model viewer utility and would like the ability to export the model to FBX from runtime in a standalone view. Apparently this is...
Made a little progress. I can get the depth for each fragment: half depth = 1.0f - TransformWorldToViewDir(input.viewDir).z / 250.0f; Notice...
Bump, with more information. I am still shocked that nobody seems to know how to get linear per pixel fog working with the URP. I have dug into...
Have been waiting on some info about how to fix fog (it's per vertex) or at least how to calculate depth in the fragment shader. No assistance...
I guess I will try bumping this one last time...
Bump. Is this really that difficult using URP? It was relatively straightforward using the built in render pipeline.
I would like to implement linear per pixel fog. By default, it seems that linear fog in URP is per vertex which visually looks pretty unsightly....
I'm not sure internally how the Unity skybox works but in general, skyboxes are rendered first, with the depth buffer disabled so that they appear...
Bump. This seems to be a bug. Linear fog in URP is per vertex.
Whenever I enable fog and have it set to linear, it is a per vertex fog calculation. Why is this? Why is this documented nowhere? Is there any...
Figured it out. float range = rsqrt(distanceAndSpotAttenuation.x);
This is the function I am currently looking which calculates the additional light. I can't for the life of me figure out how to get the range for...
I think I almost have it. I bypass the DistanceAttenuation function completely and I just need to divide the distance from the light by the light...
Bump
I am separating my code into assemblies. I have a script which can be invoked from the editor menu that deletes all characters. In order to...