A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
bgolus, thank you. The first two suggestions from you both work. I keep the uv 0.002 away from the border(tried 0.001, which seemed not enough to...
I am using 2 4-in-one texture and 2 RGBA weight maps to realize the effect which usually needs 8 textures to save some semantics and a second draw...
But depth rendering issue is different from the grabpass issue.Why is that I see at least two posts connect them together.Because they are both...
Last year in my project,I found grabpass+iOS+MSAA = rendering errors.I had to remove grabpass cuz MSAA seems more important then. After one...
It's ARGB32. And the table above is from a low level profiler provider,which is even more accurate than scripting level.
We don't enable hdr.And the shadow map and depth map's RT sizes are correct,as shows in the table.Only the image effects(OptmizedBloom)'s RT size...
RGBA32.I think It is not customizable.It is Unity's default "source" RenderTexture in OnRenderImage() method. You can see the detail in the...
But the profiling result shows that it doubles the memory after resolution timing the AA samples. My screen resolution is about 2.2K.So the...
I find there is a RenderTextureMemoryless.MSAA argument when using RenderTexture.GetTemporary method which seems to be relevant.Maybe it can...