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These are the exact steps I followed 1. Use a fresh project with 2020.3.1f1 with URP 10.3.2 installed and a Universal Render Pipeline Asset set as...
Our QA is struggling to reproduce this bug. Would you mind posting videos of any steps you've found to reliably reproduce this bug? This could be...
Be sure not to confuse "My shadergraph uses a lot of nodes" with "my shadergraph is expensive" and also remember that reducing the amount of nodes...
We can't seem to reproduce this bug, can you file a bug report and include your project and the device information? Thank you.
Hi, Sample Texture 2D internally uses ddx/ddy to determine LOD levels. Since those are not allowed in the vertex shader, it can not be plugged...
Textures in unity are stored with dimensions that are powers of two, which means if you use Texture.Width or Texture.Height on a texture with...
If you want a value to carry over after switching to your shadergraph shader: 1. Click the three dots in the upper corner and switch to debug...
Because of the way properties work in shader code, un-exposed properties can not be initialized unless you do so through a script, which means...
Unfortunately that would not be as simple to implement, as the reason the shader works is it's checking the distance in the depth buffer from the...
If you're using real world lighting values for your HDRP scene, you'll need to use real world values for emission as well. Try drastically...
This solution might work for you if you're using Universal RP, right now there are disadvantages such as alpha clipping and vertex displacement...
The HD Lit node will attempt to normalize vectors passed into the "normal" input. Normalizing a 0 vector (which results from the black pixels in...
As long as you have access to scene depth, and the shader is set to be transparent, this should work: [ATTACH][ATTACH] Will match the scale of the...
Hi, When "Static Batching" is enabled, objects of the same material that are static are combined into one mesh to save on draw calls. To prevent...
Still works for me, make sure you recreate the "Normal" graph in the OP attachments and plug that into the normals slot. [ATTACH] [ATTACH]
Hi, UV by default outputs a vector4 which has a W value of 1: [ATTACH] To get the effect you're looking for, convert the UV to a vector2 using...
This might help for Universal RP. How to add a Z-test pass to any transparent object: 1. Create a layer for your Z-tested transparent objects:...
Try this: [ATTACH] [ATTACH]
I've reproduced the bug and filed a bug report for this case. In the future, when you find a bug like this, would you mind filing a bug report?...
If you follow these steps you can get the gem shader to work properly with Universal RP or LWRP: 1. Add Tags{"LightMode" =...