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GetFileAssetRelativePath return error url! Debug info attached!
I created a custom expression node which one referrence the function in 'com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl',when...
get error path #include "../../../Assetses/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
latest version : GetFileAssetRelativePath in CustomExpressionNode.cs will cause issue when reference urp shaderlibrary with custom expression node;
Any plan for culling system like unreal engine:https://docs.unrealengine.com/en-US/Engine/Rendering/VisibilityCulling/index.html Distance View...
when deterministic can be use with burst ?
some question about the occlusion culling : it's cpu or gpu culling ? precompute or realtime ?
how about occlusion culling ?
need to fix shadowbias error with 2019.1.2; Shader error in 'ASESampleShaders/SRP Lightweight/GlintSparkle': redefinition of '_ShadowBias' at...
can bake all maps to one texture , it's good for mobile platform
can we set Stochastic sampling per texture?
[ATTACH] I got this line with stochastic mode, how to fix it ?
any progress about this issue?
microsplat with lightweight shader can't receive shadow. @jbooth
not sure their way can be used in unity: https://www.unrealengine.com/blog/physically-based-shading-on-mobile; just hope ASE can provide some...
Have any plan for Dual-Paraboloid and port Unreal's PBR shader for mobile?
can we get more detail about this , Thanks!
Hi, it's look ugly on mac pro retina, do you have some plan to fix it ?