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It's been a while since I've worked on this project so I can't say if this will work for the latest version of URP. I was using version 12.0.0....
Just updated some packages via the manager and it looks like the 0.50 versions of Entities, Jobs, and Hybrid Renderer were released too
This might come too late but I recently modified the URP package to support a custom gbuffer format and, in attempting to match the original code...
Welp, in the end I just ended up adding another Scriptable Render Pass to clear the gbuffer. Besides the logic to pass the render target...
I've attached two images, the first is what it looks like when I drag a quad while in game mode. The second is what the ID buffer looks like in...
For context, I'm working on a project which has a style which uses lines drawn in a fullscreen pass. In addition to using depths and normals for...
I would suggest the use of a custom post process instead of a custom pass. Its been a while since I wrote it but I made a fullscreen effect that...
You pretty much hit the nail on the head with the second part. I find that designing with the intention of using the EntityQuery overload pretty...
This is likely something that you've already considered/implemented but I'll mention it just in case - if by tag components you mean zero-data...
You could try replacing BuildNavMesh() with UpdateNavMesh() using a coroutine: public IEnumerator UpdateNavMeshAsyncCoroutine() { var...
Hey, just a heads up before I continue, I haven't touched my NavMesh code since I last worked on it in September so I'm pretty rusty and I might...
Thanks you! By custom do you mean a matrix which is a property of a those shaders? I've looked into trying to replace the transformation by the...
Ah, I'm sorry, I forgot to include the version - I'm using the 9.0.0-preview.33 package version. Also, I'm on 2020.1.10f1 if that helps at all...
I apologize for necroing this thread but I've run into this same problem just today. Is there any chance you've gotten this working? I first...
Just tried this myself, first with a custom render texture and then with a render texture. I'm getting the same issue. For reference I'm using...
I recently created a depth based outline effect using a compute shader and a custom post process volume component and detailed some of my finding...
So it looks like the problem was that HDRP doesn't have a TransformWorldToShadowCoord function, or at least I couldn't find it. That is what the...
I don't believe that URP (the new name of the LWRP) supports ray tracing. I think that the tutorial still worked with the latest version of URP...
A heads up, the article you posted is made for LWRP, and not HDRP. I tried using it a while back and ran into the same problem. While I didn't get...
As promised, an update: I got my compute shader and the associated CustomPostProcessVolumeComponent working. Sampling the depth texture was as...