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My current project, which I'd like to port over to LDRP, makes very heavy use of shader features to turns parts of the shader on and off. Having...
Is there any way currently to override shaders with the HDRP? I need to render the same scene with a few different unlit shaders and save them to...
Yeah, my current project makes heavy use of shader variants to turn on and off things, like blood splatters, snowcover, etc, so without them...
Is there a way with the shadergraphs currently to have shader variants, or would I need to make a separate shadergraph per option? Specifically...
Since the lookup table(s) are fixed until program exit, I probably don't have to worry about disposing it.
So I understand that reading from global variables from jobs threads is very very bad. However, the functions that I want to convert to jobs do a...
On further testing, it seems like simply setting the input value of the clip threshold directly doesn't work. It needs to actually be attached to...
I couldn't get it to do anything. I assumed it worked the same way as the alpha threshold in the standard shader. Ill try treating it like the...
Few things that I find missing in shader graph, at the moment: * TexelSize variable support. (this one I was able to easily add on my own, and...
Currently, when you duplicate any number of nodes, they keep the internal connections, but lose all external connections. Oviously, keeping the...
You can set the tiling of the bead texture to the width and height of the pixel art image using either code or manually, and then multiply the two...
I noticed the current shader graph implementation has no way to get the size of a texture within a shader graph. So I went ahead and added it. PR...
Is this the right place to discuss code contributions to the shadergraph editor?
So, I've started playing around with this, and it works rather well. I'm able to re-create my existing shaders with it pretty easily. Two things...
Does the new tilemap feature in 2017.2 offer any performance improvements over using sprites? Since my game will be procedural anyway, it...
Is there any possibility right now of use NG the unity LLAPI to connect to a c++ server? I remember a thread a while ago that said that a c++ lib...
Built successfully, thanks!
Thanks, the build pulled better this time, but still failed to pull anything from Git LFS, causing a build failure.
After I made some history-changing modifications to my repo to move all my large files to Github LFS, Cloud build is failing to pull due to not...
Increasing the pull timeout worked, thanks!