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I'm a bit late to the party, but also have some thoughts on this. I'm speaking from the point of view of a graphics focused asset store publisher....
hey, since i dont have any specific details about your project or rendering i can give only my general thoughts. Based on the used Renderpipeline...
Update: should be fixed already. thanks for reporting! all the best Michael
Just to point out: MK Glow ist not a replacement for a volumetric lighting. MK Glow should simulate the bright surface scattering of light and/or...
Hey again, glad you could already solve the issue & hope you like the shader! Yeah sure, since the effect is based on the render target's...
Hey, I'm not sure what is going wrong here. If you imported the component for a specific renderpipeline/setup you should also hit the example...
Hey there & sorry about the late reply. Somehow just got the notification very late. Its quite hard to give you an 100% correct answer here....
Hey, I'm not sure whats happening here. Based on the image i would guess you have the "Debug View" enabled on the postprocessing component. Could...
hey, glad you like the shader! feel free to drop me a message at any time if you need some further assistance. The issue will be fixed as soon as...
Hey there & sorry about the issue you get, sadly i can't help you in that case. With the update of the URP version for 2020.2+ (earlier versions...
Sadly its not possible without any overhead (even with the now legacy Selective Workflow). I'm already experimenting with some alternatives...
Right after you imported the package an install wizard should open. Select Universal as a renderpipeline and click the import package button....
Right after you clicked the import package button this behavior should be disabled (maybe you imported the package again after you installed it...
Hey again, Regarding Selective Workflow: It was based on the replacement rendering feature, which seems now more or less be deprecated. The...
Hey there, On the URP the Volume Component (built-in pipeline component) is used for Postprocessing. Normally you have at least one in your scene....
well, yeah i thought your main problem was the glow. On the mk glow default UI shaders the emissive color is named: "_EmissionColor"
If you are using the builtin UI Text then you could simply apply the MK/Glow/UI/Default to your material. This shader has an emissive Color, which...
hey, sadly out of the box this is not possible, because there is no emissive text mesh pro shader (not even an option for a hdr color) What...
Hey there & sorry about the issues, thats actually an issue i'm already aware of (and i'm currently working on). The problem is to keep the...
Hey there & thanks for reporting this issue, i just took a look into this and was able to reproduce it (at least i guess). I'll drop you a...