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What you did works but it is quite hacky. I believe you are using custom shaders? I am using normal SG shaders, so 'unwrapping' all my shaders and...
Unity 2022.3.5f1 URP 14 Gosh, I hate having to make a forum post, but I can't figure this out. I am trying to manually cross fade objects (no...
Alright I managed to fix it. I will explain just in case some gets to a similar problem. What I said in 'EDIT 1' was incorrect - the error was...
Unity 2021.3.14f1 LTS URP 12.1.8 Help I am getting a weird bug where all my shader-graph shaders have black textures. Whats even more odd is...
I reported it. It got fixed in URP 13 I think ? not exactly sure. I believe it was not backport fixed.
I ended up making a custom terrain shader for my game a while back. It's a 1 pass shader that uses Texture2DArrays, so it scales well on terrains...
Hello. Can someone teach me on how to use the RenderTexture.GetNativeDepthBufferPtr() method ? I am trying to read from a render-texture's...
I noticed we can have GPU instanced decals with custom tilling/offset values, but how do I set custom colors without breaking GPU instancing ?
Here's the performance comparison: Burst compiled LinearBlendSkinning: [ATTACH] Unity's BakeMesh: [ATTACH] Edit: tested on a CPU Intel(R)...
Hello again. Just wanted to share some findings here. I did some tests here and actually SkinnedMeshRenderer.BakeMesh() was A LOT faster at...
Thanks for replying. Looking at your code I realised my mistake. At line 18 I am suming inPos to outPos, when in fact it should be 0. Here's the...
Hello, sorry to necro this but I am in a similar situation. I am trying to implement a custom BakeMesh() myself for performance reasons, but it...
I haven't tested it with arrays, but you can create variables manually when using Custom Node setup with a file. They don't show up in the...
I don't know how to do that exactly, but here are some thoughts: Sinterklaas approach would work, but it is shader based, so if want more shapes...
I don't quite get it. What are you trying to achieve exactly ? a 'mask' based damage system ? if that is the case, there are 3 ways of doing this:...
Hard to guess, but, maybe the texture have bad mipmaps ?
You could try using screen uv instead of the mesh's uv. You might also want to use an actual voronoi texture instead of a shader generated voronoi...
Well, my experience was: started learning shaders with Blender shader editor... then I went on and learned C#/C programming.. then I learned...
The 'Right' Way: That effect would need custom textures, custom surface and post-processing shaders... Even a custom sky shader... Makes you...
As far as I know, rendering foliage incurs a lot of overdraw, so you would need to depth-reject (early out of the shader). You might wanna read:...