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Lowering the resolution if you are not fillrate bound brings no improvements. It definitely helps on my side, even if decreasing the resolution by 10%
Baked indirect lighting is not working with the lightweight srp. If I select any low end pipeline asset and bake lightmaps, no light has any...
Yes, it is applicable. The metallic workflow exist solely because most non-metal materials have similar specular intensity and very little...
Actually I like the implementation more in Unity, albeit the differences are negligible. As far as I know, specular color doesn't vary that much....
And performance is even more important for real time applications. The results are quite good already, if you use a proper roughness map. You can...
The 2018.1b2 version. I suspect something is clearly wrong, just don't know what. Perhaps some leftover from a previous version. I tried to remove...
According to the compiler, the UnityEditor.ProjectWindowCallback namespace is missing (it's referenced in LightweightPipelineAsset.cs). I...
[ATTACH] Just the SSS test scene, without any modification. The problem is present with all kinds of materials and lights. Disabling...
I've been playing around with the latest version, and maaaan, the HD pipeline is complicated to set up. Also, the specular highlights tend to...
Turning up the smoothness to 1 results in no highlights from realtime lights at all. This is especially bad because the smoothness parameter...
Increase the bias, or the shadowmap resolution.
I second that, exactly nothing works.
[ATTACH] Played around a bit with the effects and the vehicle pack, looking really nice. Better antialiasing would be nice, though.
Most shaders are already using packed textures, like the terrain shader: RGB - albedo, A - smoothness, or the standard shader (R - metallic, G -...
You are right about that. It wouldn't be hard to include a tool to combine grayscale textures into a packed RGB or RGBA. Anyway, the whole terrain...
I think the difference between Blender and Painter normal maps lies in the different smoothing. The shiny look in the first post is definitely...
It is for optimal performance, since terrains already use lots of textures.
Looks really exciting, I voted for Greenlight. The trailer music is a bit odd for me, though.
You can check the "Lightmap static" option without the others.
In my understanding, each light probe stores occlusion data for a light (basically one shadow value). This value is used to occlude that light,...