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I encountered a similar issue on URP 12.1.7/Unity 2021.3.4f1 where after deploying our project to Quest 2 the SRP Batcher is mostly not working. I...
Ah, I see what you meen. The fact of the matter is that a Reflection Probe can only capture an image from a single point of view. Even if you...
Box Projection "simulates" depth only insofar as - just like its name implies - projecting the cubemap image onto a three-dimensional box (as...
That "(instance)" means Unity automatically created a copy of the material and assigned it to the renderer. This is done when you fetch...
After some more digging I found my own answer haha. It turns out that _Time was being overridden correctly within my Renderer Feature. Thing is,...
When using Unity's Recorder to record 360 Video footage of our URP project, my team has noticed that shaders with time-based animations go totally...
The SRP Batcher helps minimize the cost of swapping materials as long as they all use the exact same shader, so using material instances vs...
Making a bit of a guess but I think you are trying to "merge" the two alpha regions into one, right? In that case, you can simply max() the two...
You can un-expose your SunDirection variable. That will remove it from the material properties UI, but will allow you to set it as a Global...
Hi all! I need some help getting emissive materials to contribute to GI when baking lightmaps when using custom shaders. As far as I am aware,...
Hello! I just started using ASE and I must say I'm loving it so far! I have a question though. We are trying to set up a code/shader library for...
Having the same issue. It's recent, too - I was using a custom Shader Graph skybox for a VR project on 2020.1 with no issues, but 2020.3 displays...
I guess Unlit graphs default to some hidden pass, since I don't think I saw any in the generated code. Thankfully I dug through the shader files...
Hi all, I am currently working on a Toon Shader (already a pain to deal with due to the need for custom lighting) and we need baked GI to match...
Hi all. I am working on implementing planar reflections as a URP Renderer Feature. However, after weeks of work I haven't found a way of getting...