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.
Hah! Clever. That did the trick indeed. Finally, a fully blitted combined texture with no artifacts. [ATTACH] That was a lot more painful than...
Thank you so much for doing that. It was extremely helpful, and there's no way I could have figured this out for myself. I'm surprised how...
Thank you. That's could have been clearer in the documentation, for sure. Changed it to UV range. A lot of those rendertexture settings I had...
Finally got back to it and I really don't understand why I can't get it to work. :/ The code sets the material to the scale and offset that I...
That sounds promising. I´ll try that once I can get back to it :)
Thanks guys, I tried three things, and they all allowed me to write to the texture (must have been inputting some garbage before), but each one of...
Yeah, I started by using SetPixels, but it kept complaining that the textures I was copying from and to weren't the same size. You don't have that...
Does it persist if you remove the specular map and/or reduce the smoothness a bit? A very high specular (as you seem to have on the poles) can...
I'm prototyping some tools to let users customize each face of a die individually with an image. This means that for an eight-sided die I'd have...
I have a working solution with an atlas and shader graph that I'll use for the time being, but texture arrays are interesting indeed. I'm not to...
Thanks I´m currently using the second option you mentioned, as I´d rather restrict to specific render pipelines than have extra geometry and extra...
Hi. I´m creating some customizable dice and I´m having a hard time finding a good way to set up the materials and UVs for them. The die itself...
Hi there. Recently bought the framework, really liking it so far, saves me a ton of groundwork for prototyping. I was wondering if there is any...
:O I had somehow totally managed to not realize that the shadow quality settings would be in the URP Asset. Searched for them everywhere (else)...
Hi. I have very pixelated shadows after switching my project from HDRP to URP. I have two lights in the scene, both directional, both realtime....
Hi. I have a bunch of boxes that I'm updating every frame to represent some underlying data. As they are GPU instanced, I'm trying to set up a...
I would definitely do it this way if I was comfortable enough with shader programming. But with the amount of user input my little app is...
Those are 10k gameobjects with meshrenderers, yeah. I've been using the default shader, so instancing seems like it could be a strong win. I'm...
Hi. I have a scene with 100x100 grid of objects that get resized and recoloured every frame based on a scrolling heightmap. I'm struggling to get...
I've been wondering about best practices on spawning prefabs with parameters. I have a brickManager that is instantiated by my gameManager....