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yes!
I very much understand that sentiment. And going all in would have made things much easier of our own developers for sure. It does not seem what's...
I noticed you discovered the thread on RenderGraph but for everyone else, you can get support for upgrading to RenderGraph in this thread. We have...
We've been communicating about this work early on during the alpha phase while everything was still in development. This way, you could provide...
When you use builder.SetGlobalTextureAfterPass(your resource), then RenderGraph is aware and will extend the lifetime until the last usage of the...
No, if you want to avoid post processing being applied more than once then you should only turn it on on the last overlay camera.
Alpha preservation landed in 6000.0.b16! This patch release will be available in a few weeks. You can see the changes here.
Thanks again for your feedback, I consider this a bug. We'll investigate. The old URP used the globals to share state between passes but that now...
Thanks for your summary, that's mostly correct. Although the UnsafePass is also RenderGraph, ie, it uses the RenderGraph resource tracking, but RG...
In 23.3, you can now get a handle to the gbuffers though the ContextContainer frameData. You can read more here. // UniversalResourceData...
No this is not expected. There's a main thread CPU cost that is introduced by RenderGraph but in the latest beta patch versions this should have...
That's strange, the gbuffers should not be available when using Forward+. That seems like a bug. Why not use the Deferred Renderer in this case...
Certain Frame Resources are specific for a certain Renderer. If a user needs Gbuffers for effects then they need to use the Deferred Renderer. We...
At the earliest, end of April.
Thanks for sharing your proposal. Sounds like a good idea.
Do you mean your assets change vastly every week? U6/23.3 is in beta and the RG API itself does not change at this point.
Unfortunately, it's not possible. It's something that we investigated and also discussed in this thread. Although the code is very similar when...
This is a great tutorial on how to write a custom SRP using RenderGraph. There is also a lot of info in the thread on the URP RenderGraph adoption.
In 23.3 we aimed to solve the complexity around this with the new RenderGraph and ContextContainer APIs. Looking forward to hearing your feedback...
RenderGraph is only supported in 23.3. Although the code is there, RG is hidden in older versions. It's not tested and we don't backport fixes.