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Sure, I'll create a simple project that can reproduce it later
Thanks for your reply! _BaseColor is declared as half4 in this shader, and I've tried to explicitly make it half4 as you said above, the compiled...
[ATTACH] [ATTACH] [ATTACH] As posted above, the expected precision is half4, while in the compiled shader function, the local register's...
Actually, it works well with RenderTextureDescriptor. Here is what I did when trying to use _CameraDepthTexture with its stencil view(Note these...
I think I've found the reason. In my project, it is because the RT's stencil format property is set to None(or not been explicitly set ), after I...
Got the same problem here, have you solved it?
Thanks for your reply, I've tried to build a shader variant collection with the corresponding shader in the same bundle, and it works fine now
The materials using those shaders are included in asset bundles(not the same bundle with shaders), in this way can't Unity get the correct...
I am currently using the OnProcessShader method to do shader stripping, everything works ok in Unity2021.3.13, However, when I upgrade my Unity to...
Have you fixed it? We recently have met the same issue and didn't find the reason. In the end, we disabled GraphicsJobs on IOS platform and the...
Same here. Disabling GraphicsJobs on IOS will solve this issue(with Unity 2021.3.13f). But this is kind of weird, in our last project, we turned...
To avoid some GMEM Load/Store action, I manually set the Depth Load/Store action to DontCare.In Unity's Frame Debugger, it shows the actions are...
That's because alpha blend is different between gamma work flow and linear work flow. Usually two ways to solve this problem ,while neither are...
In URP's color grading, when color grading mode is set to "High Dynamic Range", tonemapping will be applied in LUT building pass, which means...
Yeah, it works fine with URP 12, but I am currently using 2019 in development, I finally use a custom component to transfer these parameters to my...
In edit mode, I cound get unity_SpecCube0_BoxMax and unity_SpecCube0_BoxMin, but once I enter play mode , these values would turns to be 0, any ideas?
I am trying to add box projection to my project, in editor mode, everything goes fine, I can actually get unity_SpecCube0_BoxMax and...
The shader is just output vertex color, when useing a HDR RT , the color is not (1,1,1) but a little smaller than (1,1,1).While when using a...
The method ScriptableRenderContext.DrawShadows needs a culling sphere as a parameter, but...
Sorry it was my mistake. It worked well and detected 4+4 cores on snapdragon 888 (2019.4.31).