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I don't know if there is now a new way to do this, but I just checked in its onEndEdit handler whether one of the Enter-keys was just clicked:...
Oooh, that's a good pipeline chart. :) I've seen similar of course, but never in this detail. Didn't google hard enough, I guess. Might print it...
Hi guys and girls, I've been wondering when, under DX11, back face culling occurs compared to tessellation. For a good, long while I thought it...
I won't claim to know how Unity implemented it, but in general, it's pretty standard to clear it alongside the depth and frame buffers. :) I'm...
I agree with everyone else that this is best tested on actual hardware. It's really hard to say which one will be faster, because they're both...
Yes, I am. :) I have the editor running in DX11 mode, but still, I think your suggestion hints at the problem. I had a look around the interwebs...
Update: I can do it with sqrt(-1). That returns NaN as it should. But division by zero curiously doesn't. :)
I have this kind of weird use case where I actually need to deliberately generate a NaN value and return it from a function in HLSL/Cg. And I just...
That's wonderful news. Not that the bug existed, but that I'm not insane after all, and we found it and fixed it. :)
You don't have to query the depth texture if you just want the world space position of a fragment. You can get the rasterizer to interpolate it...
That sounds awesome, Aras. Thanks a bunch for checking this out! I don't actually have a Twitter account, but this is more than enough incentive...
Hi all, I've been experiencing some difficulty porting a bunch of my existing shaders from DX9 to DX11 when trying to get my project to run under...
Oh, I feel I should mention this article, just in case others come by this post and feel as lost as I have about these features:...
Hi all, I'm trying to understand tesselation these days and studying various bits of documentation I can find online, though I think in general,...
Sure thing. :-) I'll try that and see if I can get someone with a windows machine to reproduce the results. I wouldn't be too surprised if it's an...
Okay... That's interesting. I'm a little at a loss then. But it's very possible the code sample I provided doesn't replicate the behavior I'm...
*nod nod* That was my understanding as well. But... it doesn't get me closer to understanding why storing the reference makes a difference. I call...
I think you're right it's the mesh. :-) Your calculation seems very plausible. I just don't understand why I incur this cost purely from storing...
I have a question concerning the memory consumption of Vectrosity, and particularly the VectorPoints class which I've been using extensively. Its...
As always, a great product and thanks for providing a very clear upgrade guide, making it totally painless to move to 3.0. :)