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Thank you @ThomasVFX !
Hi and thanks for providing such a great tool. Sorry for the noob question, but I can't seem to find how to apply a compiled sequence to a...
Thank you, Luis, for your help. I was able to change the banner. And, when I tried the suggested thumb resolution, my image was cropped on the...
Hi Mark, I'm trying to use Bonners Ferry, Idaho. It doesn't matter for my case, since I can use a city an hour south with no ill effect. But for...
Hi Unity folks, Setting up my personal and company profile.. couple of issues: 1. My actual location won't get accepted because its not on the...
@willgoldstone Thanks to you and the Unity team. I appreciate the open-source strategy and the new effects. Looking forward to testing them. Rock on.
Great job, folks!
AcidArrow, that is great news. Thanks. As long as they 'are on it'... Now, I wonder if this is a new issue or not..
I wonder if you think this is an old problem. QT: I assume this is a new problem, with regards to your original post? Or, have you had trouble...
AcidArrow, are your observations something which occur only in 5.3?
AcidArrow: light probe shot attached below. Looks as expected. [ATTACH] Overexposure matched the environment as expected also. It did not behave...
Thanks for submitting that, AcidArrow. QT: I just tried Arches_E_PineTree_3k.hdr from the link you sent. Looks fine. What does it look like for...
It doesn't do it with my HDR files. And, I have LOTS of them. Unless this is something you noticed with 5.3.. I just started using it today.
Good question AcidArrow.. Docs are ambiguous. I wonder if turning encoding off leaves the data as is, which is true HDR. Can you post your HDR...
The best results were to change RGBM encoding to off. But, this still leaves us with that dark spot on bottom. I tried my HDR (a sun-lit parking...
Thanks for the file. I can reproduce your saturated banding effect just by opening it.
My test worked fine. If you zip your project, I can verify it.
I am testing with a new project in 5.3... can you screen shot your texture import settings on that hdr?
The way I access it from the surface shader is to render the reflection probe to a cube map, rather than the built-in cubemap. Then you can sample...
why dont you show us what you have so far. be happy to help