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Hi All I am trying to write my own lighting and make use of shadows and therefore using the unlit graph and adding in the various shadow pragams...
And AdditionalLightRealtimeShadow() for other lights, although not that this last takes the WS position as it will calculate the position...
Thanks for the reply. I’ve played with all those numbers but no dice sadly. More concerned with the jaggies bottom left.
I'm trying to create a point light with dcent shadows, however, after not very much distance, even when set to 4096, the shadow looks pretty...
As mentioned above with individual tiles this was putting pressure on the CPU to cull them and the algorithms were costly to ensure I only render...
I'll check Resident Drawer & BatchRendererGroup - those sound interesting, but I'm moving away from the mass disabling I think as above suggests I...
So, I'm going to go with 4x4 blocks and then I will be enabling/disabling no more than ~30 GOs each time a row boundary is off. Without dong the...
Well, I profiled it in the editor so pretty sure. Maybe was doing something off.
So for fun I threw this on the Quest 3 to see how it did and I can basically render the 50x50 grid which is not many tris and it's running at...
I do wonder if I could use occlusion culling actually to create a custome mesh each frame that maps the screen space shape to occlude those tiles...
Frustum culling would include the entire map of 128x128 at many angles, including a fairly standard 45 degrees, so.... that's why I'm not using...
When you say "render from code to begin with" what are you suggesting? DrawMesh calls? This appears to break batching. Do you mean build your own...
Guessing this is still not possible, eh? :/
Yeah, i've considered a fixed scene view, kind of like Moss I/II which we definitely would work! Yeah the SetPass calls are like 2 in the editor...
Sorry I should have bee clearer, it's not top-down it's table-top view, as I said, Zelda-esque but 3D perspective. Think Lego Bricktales type view...
Yeah, I think the average is probably less than 300 polys/tile and I could dial it back, so many tiles could be a dozen triangles. Essentially...
Yeah I am thinking of doing this tbh but as I said. I am targetting quest. It isn’t a consideration for PC at all as brute force just works. I...
I’m building a tabletop view game with lots of different tiles and I'm looking for efficient ways to render these while keeping draw calls low....
Hi All I have some questions about normal maps and directional light maps, I've tried playing with some of these but not had definitive results...
I get this error randomly, even one the camera has no parent grrrr Ah of course, has to have the tag MainCamera...