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thats a very open ended question and really depends on your target devices. Any Android device running OS 7 or lower will probably dislike the...
I can't answer your question, but could you please provide a link to your plug in?
you can use the draw object render pass to draw objecs with a specified material:...
I had success rendering bloom in VR using Unity 2019.4.20f1 and URP 7.3.1 while maintaining use of MSAA. We were able to solve a number of...
Hey everyone, Last year I went down a rabbit hole trying to implement bloom in our VR Game, Shooty Skies Overdrive. I knew nothing about writng...
Thank you for that follow up! That makes a lot more sense to me now
thanks for doing the digging for us! I haven't had experience with the macro COORD_TEXTURE2D_X so this was a good find. just an aside question...
Oh it seems like it would be an obvious thing to support.... Wide color gamuts are not supported on Windows either, even though plenty of other...
Am I to understand that you do NOT want to blur your transparents? (particles and UI for example) And so you are doing a blur in the PP stack and...
Can you provie an example of how you could potentially sample a memory less texture on a tiled GPU please?
Following up on this, did you have any luck working it out? Keen to know myself
you will run out of vertices very quickly if you render "millions" of stars as billboarded particles (4 verts each). I beleive the Quest 2 can...
Never mind I was getting confused by perception! [IMG]
Does anyone else have any input on these matters? surely I cannot be the only one struggling to work this all out...
Hello! I have been learning how to generate noise textures with compute shaders and have run into an issue that doesn't make sense to my...
Are you using bilinear filtering anyway if you are using render textures?
Yes it can be a pain to write out a full Unity PBR shader and intercept one lighting pass inside of it (I've done it a few times now >.< haha)...
Ok so after a bit of an experiment with some texture authoring in photoshop, here are some answers to some questions. This is a screenshot from...
why don't you just write a custom shader with your own cubemap sample and pass through a specific CubeMap to be rendered? How much of your...
I have been trying to wrap my head around HDR and Wide Colour Gamut (WCG) workflows for the past few days and am having trouble fully grasping it...