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https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-for these are hints for the hlsl compiler on how you want loop...
texture streaming utilizes (and thus requires) mipmaps, but it doesn't control mipmapping. With texture streaming, Unity just does in addition to...
most probably the person implementing this function arrived at the solution using trial and error.
If performance is an issue, better fracture your object at build-time into a couple of junks instead of doing it at run-time. If you really need...
for example using https://docs.unity3d.com/ScriptReference/Mesh-subMeshCount.html and then control the render order using the material queue
Why does Asset Store reject your asset?
It's a form of aliasing. Since you do seem to have MSAA on, it's likely texture minification - make sure you have mipmaps enabled for all your...
If you want Euler angles rather than a quaternion, replace public Quaternion orientation; with public Vector3 eulerAngles; and then do...
That depends on the target hardware. Generally you should make sure that the hardware decoder of the target hardware is being utilized.
using general matrix math... But if you prefer vector position plus quaternion orientation output, you can also simply replace public Matrix4x4...
This is for a JSON, feel free to use using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; public...
Are you far away from the scene origin? if you have a huge scene and move the player far away from the scene origin, you'll likely run into...
looks like a moiré pattern to me and is as such an aliasing artifact. Make sure to use mipmapping on your textures and an aniso level of at least 4
Not sure what is happening here but it looks like one screenshot is taken with uncompressed texture and the other with compressed one. You sure...
that's why I said you should convert them to homogeneous coordinates [u,v,1] (so, put 1.0f into the third component to get a homogeneous 2D point)
In practice that will only work with uncompressed textures (and as you say correctly, you also need to consider filtering). Better go with two...
Create a 3x3 homogeneous rotation matrix that rotates around the point [0.5,0.5], convert the vertex texture coordinate into a [u,v,1] homogeneous...
For prototyping: whatever you are most familiar with.
what do you mean by "Standard Unlit" ?
Show your shader code. Simplest and most performant solution will be to transform your UV coordinates in the vertex shader by a rotation matrix.