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[IMG] JPG - Bitcrunching, H264 Glitch Effect is a post processing effect that faithfully replicates the artifacts and distortions found in...
Hi, The new Render Graph is a beta API still as far as I understand, so no immediate plans to support it. (And maybe they'll add some auto...
Hi, Is there any errors in the console? Try Right Click > Reimport on the UASS folder. Thanks.
Hi, Point lights are also supported with Spheres and Capsules. I'll update the storepage to reflect more info on this. Thanks. Hi, We have the...
For anybody struggling with this, I wrote a bit about it here, might help:...
Hi, yes, multiple lights are supported, just add another UASS component to your camera with the light, there is some info on this in Readme.txt....
Hi, yes, it is possible. Check out the bottom of the Readme.txt or the tooltip on the Output parameter. Thanks.
Wrote about my solution here:...
Sorry for the necro, did a little write up on how i modified my unity post processing effect to work with single pass instanced VR:...
Necro. Since this comes on google, i did a write up on how i modified my unity post processing effect to work with single pass instanced VR:...
Hi, box shadows unfortunately are not supported with point lights. Look into the tooltips for algorithm/light params for more info. Hi,...
Hi everyone, sorry for the late replies, I was on a holiday break. Hi, You can just modify the defaults in URP/Runtime/SSCC.cs. Hi, Is the asset...
Just submitted version 1.1.7. Should be live as soon as the asset team approves it. -Optimized performance even further. -Asset now has...
On my MacBook it's about 1ms with Full res, 0.7ms with Half+Bilateral, 0.5ms with raw Half. This half res optimization seems to really benefit...
Hi everyone, just submitted version 1.1.6. Should be live as soon as the asset store team reviews it. Some notable improvements: - You can now...
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Hi, this is most probably due to your unlit shader not having a DepthNormals pass, thus not writing to the screen normals texture, thus SSCC...
Hi, the README.txt in the package should sort you out. For Built-in It's as easy as adding SSCC component to your camera and you're done.
Hi, there's a Cavity Radius parameter that controls the radius of the cavity calculations in world units, you can try playing around with that. If...
Note to anybody following @PhilSA comment, beware that Enum RotationOrder.Default is not XYZ, it's ZXY. The documentation says: "This is the...