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.
I ran into this recently, you need to change the RenderingData parameter to `in` instead of `ref`.
@Kybernetik makes some great asset store assets so I will definitely give this a try at some point.
Still nothing conclusive on this. Extremely frustrating, especially when trying to recreate HDRP visual effects in URP with VFX Graph. The two...
Any time you create a subgraph, there will always be an error in the console window due to the lack of an output for the subgraph. If this is a...
I wonder if you could leverage the UPM samples feature to only import the shared code/assets you need for any project. An example use-case is only...
I assume you did this already… but have you checked that post processing is enabled on the URP Renderer asset that the URP Pipeline asset is...
I’ve been really enjoying the recent changes (2022.2) to the Frame Debugger. Are there any plans to bring these changes to 2021.3? It would be...
This is incorrect. There are many solutions for the current LTS versions, many of which are discussed in the thread. There is discussion of the...
You can also use ConfigureInput(Color); to make the opaque texture available in your scriptable render pass (regardless of what the renderer asset...
Somehow in all my time using shader graph I didn't know there was an int node. It will turn display as a float when in the blackboard and in the...
Thanks for the insight! I've been writing a lot of HLSL for custom function nodes lately and I kept thinking that it would be nice to use ints and...
Precision is always an important factor to keep in mind when creating shaders, and Shadergraph has provided access to float and half precision for...
That's great news! Yeah, that SAMPLE_TEXTURE2D_X macro eluded me for a while when I first started looking into URP blitting. My situation back...
Look through the ongoing blit forum post for all quests regarding CommandBuffer.Blit
Have you tried with BuiltinRenderTextureType.GBuffer2?
I said this in October and since then I’ve gotten way more ambitious with this outline repo. I will likely expand it to provide examples of all...
I assume the reason your layerMask isn’t working as expected is because you are using a bit shift when you can simply cast LayerMask to int....
I would love some included shader templates for URP. Currently (in URP 12.1.6) the right click dialog Create → Shader in the project window has...
All the more why a built-in attribute from Unity would be nice.
Echoing this HDRP thread by @fct509 --- How is Camera.RenderRequest supposed to be implemented? My hope is to use it in URP, however the few...