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In my case, the error only occurs in the editor, while the game runs well after building. So I think it is caused by the editor camera, and...
New: If you find the render textures' size cannot be larger than Game window resolution, please check this link:...
Cyanilux suggests that I shall allocate a depth buffer and pass that as a second param in ConfigureTarget, in order to make sure that the size is...
New: If you run into errors reporting【Dimensions of color surface does not match dimensions of depth surface】in this case, I find it may be caused...
You can find all my sample scripts in this link: https://forum.unity.com/threads/how-to-have-multi-render-targets-in-renderer-feature.1517233/ I...
For whom looking for the implementation of MRT, I put up my scripts in this link: Resolved - How to have Multi Render Targets in renderer feature...
I am trying to draw something onto multi Render Textures. If I use ConfigureTarget(rthandles[0]), it does render as expected with only one Render...
Sorry for my misunderstandings. You are right. I didn't recognise the y component is flipped. I have updated the previous post. Thank you Bgolus,...
Thank you Bgolus. Do you mean only the value with SV_POSITION semantic get modified by perspective correct barycentric interpolation?(Update: no....
THANKS to Bgolus. Here's my understanding (I hope I understand it right >.<) Although the variable "GetVertexPositionInputs().positionNDC"...
Your custom function's input should be Vector4 because your custom matrix is 4x4; ------------------------------------------------- The vertex...
How about using white noise to offset UV coordinate? [ATTACH] OR Add a "digital dissolve" effect: [ATTACH] [ATTACH]
SDF 2D functions are good solution to primitive shapes: [ATTACH] This website collects lots of SDF...
I am trying to create a custom decal projector. The VP matrix is set via script, determining the decal's position. If _VPmatrix is not an exposed...
None of the options in 【Blend Shape Normals】makes my model in blend-shape look better. So I go back to Blender, interchange the blend-shape and...