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Sorry for not being clear, was trying to say: Since I'm doing custom lighting, I don't need extra lighting passes. Regarding the blit issue on...
Nice, this thread alone gave me more insight than countless I've crawled the past weeks. Kudos again to @bgolus for the great article on...
Just to clarify my setup: - Unity 2020.1.0b6 - URP 8.0.1 / Gamma - Very Lightweight Custom Foliage Shader doing all the work per vertex - Simple...
@hippocoder: I actually did this test in URP. Regarding transparencies on the Adreno 540: Yes, they are bad, but geo foliage is even worse at the...
@atomicjoe: My findings are a bit different. Gamma Space gives me about 30% more performance compared to Linear when using dense foliage with...
Which consequentially means, all Oculus Quest headsets suffer from this issue, right? So, sadly, I'll have to stay in gamma space on the Quest,...
Hi aleksandrk, In Linear Space Display.displays[0].requiresSrgbBlitToBackbuffer returns true. And is significantly slower...
Assumed its some driver capabilities flag passed through :) Will test tonight...
Hi aleksandrk, Display.displays[0].requiresSrgbBlitToBackbuffer returns false on my Quest. Right now I'm in Gamma Space, but doesn't make a...
Just tested a simple scene with dense grass on: - Oculus Quest (latest OS) - URP 8.0.1 - Very lightweight custom billboard shader with...
Interesting side note: Oculus' performance analysis article for the Quests statest transparent sampling is more expensive in linear mode: Will...