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Hello @Dorodo, In your script, you're using the renderContext.DrawRenderers() function to draw the objects, this method is immediate rather than...
Hello, I believe this is the bug you're referring to:...
This comparison is correct because we also store decals in the cluster. The problem is that the max light count doesn't take into account the...
Hey, I think you're seeing this because you're trying to read the scene depth in a ShaderGraph during the depth pre-pass which is not supported...
I agree but looking at the code as it is now, the behavior of those functions will silently change depending on some options in the settings which...
Hello, I re-wrote your initial script but instead of relying on some quirky behaviours of the renderer with the OnPreRender/OnPostRender...
Hello, keep in mind that there are negative values in the motion vector buffer, so if you display it as color it shows as black, but the values...
ShaderGraph for Canvas doesn't exist in Unity 2022 so we'll not backport this fix
Hello, Looking at the images, it could be that the custom depth buffer is never cleared. In your custom pass, did you set the clear flags to...
Hello, FYI, we'll add an option in Unity 6 to output motion vectors from the UI, it's only available for UI created through the canvas...
FYI, the fix has landed in Unity 2022.3.23f1, 2023.2.17f1 and 6000.0.0b14
Hello, It's a known issue when having APV and reflection probe enabled in the editor. We're working on a fix.
In the custom passes, you have access to motion vectors. You can take a look at this example which copies the motion vectors into another render...
Hello, That kind of bug can be caused by a mismatching viewport when rendering your custom pass. Can you try to call CoreUtils.SetRenderTarget()...
Indeed, the jittering is inside the projection matrix of the camera, so every object rendered is jittered.
Yes. The problem with recent upscaler tech is that you need to jitter the whole frame for them to reconstruct a better image (more sampling...
Hello, I looked at the code and there is a FindIndex() in the OnDisable of the DecalProjector, the find is run on a list that contains the decal...
This option disables temporal effects (anti-aliasing and upscaling) on the pixels rendered with this material, depending on your use case it could...
Hello, Switching to a transparent material for your character fading is a bit tricky and it'll probably not work for several features because...
I can't think of anything else, I double-checked the code and there is nothing else in terms of graphics caps that we use for volumetric fog. The...