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Hey just wanted to say goodbye as I am leaving Unity I won't be partecipating anymore in this topic :-) I am leaving APV in extremely capable...
In the HDRP asset
Are you setting the debug view via the render debugger? (there is a tab for probe volume) in Window -> Analysis -> Rendering Debugger...
Hey! Can you please file a bug with this? :)
We recently got a "fix" for this, but not backported, though if you are using a custom branch it is trivial to add it on your end if you want....
Have you tried using adjustment volumes? Also consider increasing the density around leaky parts
No, this is about Adaptive Probe Volume system, an alternative light probe system
It is working in URP too on latest 23.1 :-)
Yup, no benefits without those flags if you are set to always draw dynamic :-) Also keep in mind this only saves on shadowmap drawing, but won't...
Also to answer the draw back question. No there is not :-) But there is also no advantage unless you use mixed cached shadow maps (can read about...
Thank you to the people submitting the bugs! You are a bit confused I think :) Using SDF for something doesn't mean it is used for everything :)...
Are you using the GPU lightmapper or the CPU one? We encountered some issues with the GPU in the past... If you could provide a small repro we...
The virtual offset is something we know needs to be moved on the lightmapper side, the work for that needs to happen but it hasn't yet. If it is...
Hi, Re the backport: not sure, going to discuss this a bit :) Re: the exposing CAS parameter, I'll see what is possible in the upcoming weeks!...
It might be that we had some issues with terrain back in that version. Can you provide a small repro project with a bug report so that we could...
Do you have dilation and/or virtual offset on? Not at the current minute. So exposing what is inside the asset won't be possible due to how the...
The baking set is an APV concept, in 23.1 you have a tab in the lighting panel, in previous version you have the ad-hoc probe volume setting...
You should have all the scene that will be ever loaded together in the same baking set, then load all the relevant scenes (the one that overlap...
There are few issues coming with the depth distributions: 1- Memory: Even if we had them only at the spots where it is needed, it is still a...
Again, the setup choices are very very content dependent :) So it is hard to tell if increasing density or wall thickness would help. Dilation and...