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Hello. The issues is that the (Lit) shader has too many textures in use. Reduce the amount of active textures/features in the shader. Some APIs...
Extra bandwidth cost on mobile GPUs (TBDR), since you have to store and reload the full color/depth targets in between the cameras. Culling the...
Thanks for your feedback. We will consider relaxing the rules for TAA with CameraStacking in the future. Most likely this would be done by...
URP TAA is not directly based on HDRP TAA, but they do share some tricks and are quite similar. URP TAA is mobile oriented and simplified. The...
It's unlikely for the deferred. Clear coat is implemented, but we ended up choosing a forward fallback solution. The deferred path renders any...
Should be fixed. Which Unity version are you using?
It's pretty easy to write one with Debug.DrawLine. You can look this old temp code from this old PR as an example:...
Backport of this bugfix appears to have been merged to 21.2 2 days go.
The packages are immutable, you need to override it with a local package to make it mutable. Copy it to Packages/ and/or change manifest.json to...
There's a typo in the shader, this should fix it: https://github.com/Unity-Technologies/Graphics/pull/6970
I think URP lightmap in gamma space should match the built-in. Could you prepare a small test case and file a bug? And we'll take a look....