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I'd recommend submitting a bug report then. The URP team couldn't immediately come up with an explanation as well, so it warrants a closer look.
Am I correct to assume these artifacts appear where the edges of 2 disconnected polygon edges meet? This could be a precision/determinism issue...
Hi, Have you tried creating your Vulkan texture using VK_FORMAT_BC7_SRGB_BLOCK instead of VK_FORMAT_BC7_UNORM_BLOCK ? That should make sure the...
We need to know the sampling mode at shader compile time because we have to generate shader code to handle the desired sampling mode. So we can't...
I think most of it can be reverse engineered based off of the HDRP integration. The shaders themselves are probably the most complex bit. There's...
URP parity with Built-In is indeed the focus. URP VT support would ideally only happen after VT and its HDRP integration have matured enough....
Address (or Texture Sampling) Mode determines how we should handle texture coordinates outside of the [0,1] range. Wrap/Repeat/Tile will result in...
We've been working on getting GraphicsFormat out of experimental. It's not fully there yet but it is the format to use if you want to know what...
Had a look myself since I was curious and it turns out GraphicsBuffer is supposed to be a more versatile replacement of ComputeBuffer. Thus VFX...
RawTextureData and Get/Set PixelData are the fastest ways to access the CPU side data of a Texture. To get your changes onto the GPU you will have...
RawTextureData (and Get/SetPixelData) gives you access to the underlying CPU data of the texture. Calling Texture.Apply is what actually...
The Texture Importer can't handle ASTC HDR textures sadly. I was informed that last time it was looked at the encoding and hardware support for...
We couldn't add/show Won't Fix resolution notes back in 2018 so this shouldn't be a problem anymore.
This bug was closed as "Won't Fix" because the PNG file that failed to load wasn't valid according to the PNG specification. I've passed on...
People have been sufficiently poked and the fix just got merged into the master branch of the Graphics repo. So next package release the bug...
Managed to reproduce it with this new repro project. Looks like it's a bug that we've encountered in one of our test projects. The fix is...
So Depth Priming is very project/scene dependent when it comes to performance gains/loss. I assume you do not have any SSAO (or post processing...
No luck trying to reproduce it using the attached project. Tried on 2021.2.0b6 and our dev branch both with SRP v12. :( Even after playing with...
Hmmm, I'll take a look at the bug in case Depth Priming caused something to regress even when it's disabled. Forcing Depth Priming shouldn't cause...
Hi, Do you have a link to the original bug case ? It might contain some more context for me. We did fix a bug a few months ago where sometimes CPU...