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The documentation is deficient here. It isn't explained how to get the correct hash128 from a downloaded AssetBundle to be saved and used in later...
I want to be able to write arbitrary alpha values to the frame buffer like I would in an ordinary fragment shader. That is, without having to be a...
Ah, that seems to have been it: My UniversalRenderData asset had the Depth Priming Mode set to Disabled. When I changed it to Auto or Forced, the...
I'm seeing this weird artifact that seems to be related to some kind of Z-buffer accumulation. When in motion, it almost looks like a sort of...
Had deleted the Oculus Integration SDK then restored it. Solution was to delete it again, re-open the project, then restore it again while the...
Thanks so much! This is exactly the kind of info that needs to be in the documentation. Thanks!
It really seems like you should be able to unexpose inputs to make them pull from globals the same as you can with a regular graph. It's...
Wait, I now see where you can add keywords (same as where you add inputs). Now I just need a clue as to the keywords I'll need.
Unlit. That might be the issue. Unfortunately, I can't find how to add those, nor am I sure which ones I need to add.
So I tried a custom function node with the following: void PBR_float(float3 positionWS, half3 normalWS, half3 normalTS, half3 viewDirectionWS,...
Your continued updates are very much appreciated. Awesome asset!
@davidmo_unity, I don't remember how to report problems with the documentation, but there are multiple errors in the examples given here:...
@joejo, @thep3000, @the_real_apoxol, it's been 3 years since the issue was raised about the loader DLLs being included in builds even when removed...
I'm seeing this too with 2022.3.10f1. Any new info?
I discovered that this also affected the "Sprites/Default" shader in URP, which I believe should be HLSL, not CG. At any rate, I have an update...
Okay, the above may be inaccurate. It resurfaced later on at random after the Valve OpenVR plugin had been removed from the project. Strangely,...
I've been thinking more about this and remembered other issues we've encountered that make it necessary for games to be able to discover the...
What I don't see being sufficiently addressed is player hand-to-controller orientation. We need to be able to make a virtual hand fit the relative...
I didn't know about this. I had searched for something like this, but for some silly reason "PBR" wasn't on the list of key search terms I thought...
Yes, basically what I'm describing is having an intermediary lighting/PBR node that has a final output that feeds into an actual terminus that...