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I might have missed it, but is there a "not simple" sample somewhere? I'm mostly curious about the optimal way to handle having multiple...
Perfect, it's working now. Thanks - it must be the 3rd or 4th time one of your post is what unstuck my project.
How do you make something with ShaderGraph that's actually compatible with BatchRendererGroup? I can get it to work with Unity's Universal Lit...
Thanks, but "Keep All" was already on, since it wouldn't work when Built for PC otherwise. The fix was to use the second overload of...
So... did you ever found a solution?
Anyone know if there are particular settings/functions/etc to use so BatchRendererGroup work on Android? I pretty much copy-pasted "BRGSetup" from...
Thanks, toyed with it and it's indeed faster, but I can't get it to work on mobile which is a wrench in my plans - and I don't see an ETA or even...
I'm working with Graphics.DrawMeshInstanced, and it seems that by default the InstanceID provided by shadergraph is the one internally used by the...
...I will be honest, I only recognized some of those words. And looking up "FETCH_INSTANCED_PROP" for documentation only return this very thread....
When using Graphics.DrawMeshInstanced, the InstanceID wrap back to 0 at the 455th instance. Is this expected behavior, a bug, or some known issue?...
Ah, everything is normal then. I was doing my tests with low-poly critters at 1.4K vertices. Keeping the 60FPS target: With shadows casting...
How realistic are all those estimates in practice and/or for which gpu? I'm toying around with the goal of making a GPU Skinning solution (as...
Closing the project view and re-opening it seems to have fixed the problem. Thanks for the help. Edit: Correction, it came back after some time -...
Hello, I bought this for my latest project but the Project Explorer's right part doesn't work anymore. Left part still does (and damn, being able...
So ... do I bother with a bug report or should I just give up on doing this with ShaderGraph ?
Hello, I'm working on an Interior Mapping shader, and need to use several Cubemaps to avoid repetitiveness. Sampling 4 cubemaps then giving their...
Self answering : got it to work by making those velocity changes via a EntityCommandBuffer.Concurrent instead.
Sadly I'm not aiming for photo-realistic lights sources, this is for fantasy SFX purposes. Things like this, for example : [IMG] Edit : Image...
Hello, As the title said, does anyone know of a good source of Cookie-compatible textures for Point lights ? Even the Asset Store has nothing...
Hello, I'm trying to modify velocity when a collision is detected (to make bumpers and effects like that), but for some reason it doesn't do...