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Available. Inline raytracing can works on builtin-in, urp, hdrp https://forum.unity.com/threads/inline-ray-tracing-support-in-2023-2.1468646/...
You probably don't understand all the consequences. 1) x8 drawcalls 2) open world games has more drawcalls -> even more performance drop. 3) x8...
I planned to use only a few scripts in the future (instead of full math library). I copied the math library for the test project, but I haven't...
I added this for the test build and forgot to remove. In the next update I'll remove this folder. Anyway unity will skip this unused code,...
You can download renderdoc and measure the accurate SSAO performance. https://docs.unity3d.com/Manual/RenderDocIntegration.html
Looks like you are using the non-instanced UNITY_MATRIX_M (for calculating world space vertex position). Try to use something like that #ifdef...
You can render the mesh depth twice to rendertexture (front face to R channel, back face to G channel). Later you can read this texture and...
anyway here is the better rendering methods in screen space without vertices/instancing and with complexity O(1) this is an paper by one of the...
Update in the editor is called less frequently. Use something like that [ExecuteAlways] //use this instead of ExecuteInEditMode class...
You don't need gameobject. Your code should looks like that void Update() { Graphics.DrawMesh(mesh....); } Can I see your code? You need to...
No, Graphics.DrawMeshNow will render your mesh immediatly for the current camera (without render state). Graphics.DrawMesh just add this mesh to...
You need to understand what Graphics.RenderMesh do. It's just place this mesh to render state for 1 frame (like you create game object for one...
hdrp API so stupid in most cases. It's looks like "Worked Legacy API + ignored Legacy API + public HDRP api + internal HDRP api" For example In my...
Use renderdoc. It's easy to install in unity. https://docs.unity3d.com/Manual/RenderDocIntegration.html
Projectors is useless from the first version. Internally projector create a mesh copy of all objects inside the projector volume. For example 100...
_CameraDepthAttachment used for the opaque depth buffer, while _CameraColorAttachment used for current back buffer. you can't not have these...
I render water with full mip chain (for refraction/volumetric lighting, caustic, etc), but for reflection and normals I need to use my own mipmap...
can you send me your test scene (on email or discord?) with SSGI and I can check what can I do.
Hello, You can change all settings of waterScriptableData. For example WaterInstance.Settings.Transparent = 5;...
check the latest 1.5.0+ version