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Set the frequency by multiplying your input coordinates, I.E. snoise(float2(freq*X, freq*y)). Currently I don't think there's a way to set the...
Ah, figured it out. I had created the custom drawer's script in C#, and hadn't located it in an "Editor" folder. Unity automatically moved the...
Hello again! Glad to hear you've relocated and gotten settled. Moving is always a bit stressful, at least for me. I'm trying to build a custom...
Thanks, Joerg! I'm using your version now.
Shameless bump on this topic. TLDR: Can the team implement MaterialPropertyBlock.SetBuffer() function in the near future?
Certainly interested to see the code. I've been away from this project for awhile, other priorities have had my attention. As I'm using Compute...
I think there were a few quirks to getting it working right. Like I said, been awhile, and I'm not at home now so don't have access to the...
Yes, that's exactly what I mean, thanks. It's been a few months since working with Unity so I forgot the term they used. Here's a thread in which...
Awesome, thanks. I don't think the code required to implement the feature will be much at all since it's fairly low-level, so fingers crossed we...
Whoops! Thought I had posted the link, here it is: http://feedback.unity3d.com/suggestions/implement-materialpropertyblock-dot-setbuffer Here's a...
I'm considering making such a plugin, but currently need a way to access the native handle/id of a ComputeBuffer. This thread is very related to...
I'm reading up on that very thing as we speak: http://docs.unity3d.com/Manual/NativePlugins.html and...
Did you find a solution to this? I'm also looking for a way to get a native identifier to a ComputeBuffer object. I don't know if you can access...
By the way, here's an excellent article on how this actually works in D3D:...
I wonder if there are any plugins out there which leverage the low-level native graphics API that Unity provides in order to grant access to the...
This will work (I'm doing just that for a procedural planet), but it will cause a separate batch for each terrain patch due to them having...
The slowdown is due to a pipeline stall. CPU execution blocks on the GetData() call, flushes all pending commands to the GPU, waits for the GPU to...
@Aras Had to do it, sorry. Any chance of seeing a MaterialPropertyBlock.SetBuffer() function in the near future?
A bit late, but hopefully I can help. If I understand your objective, it's to send data to the GPU, use a compute shader to do some processing on...
Nothing? Here's the TLDR: Is there a way to batch / re-use a single material when the only difference between multiple meshes is a...