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Hey @Bagazi! Unfortunately baked output is not really connected to the input, certainly not at a per probe level. One would need to look at the...
Hey @Gokcan, Yes, it's totally possible. To properly restore lightmapped renderers to the same look in another scene one will need to set the...
Hey Lars! We're investigating the feasibility of supporting the Radeon Denoiser on Mac, both on Intel processors and on Apple silicon. We'll...
Good question and well spotted! ^_^ Probe Volumes are still in the R&D phase and they will likely get their own post in due course. :) This...
Hey @yonathankevin! It is indeed possible to achieve what you need. The piece of the puzzle that you need is the additional data that is stored...
Hey @Pyromuffin, I tried to repro here with various combinations of Unity and HDRP and various upgrade paths, but I'm not hitting the issue....
Hey @carcasanchez, The light probes structure lives entirely on the CPU side and for each object that uses light probes that structure is queried...
Hey all, I moved the thread to the General Graphics subforum, as it fits better here. Poked the Graphics Foundation team to take a look.
Hey @IndieFist! Generally it might be hard to compare a certain lightmap resolution+padding pair with another one, as the atlassing for certain...
@AcidArrow that option makes a lot of sense indeed. CC @rasmusn.
Shader properties starting with "unity_" can't be overridden. That said, there is no need for that in this case, as you can directly affect the...
Hey @Loffen7, By disabling "Auto Generate" you tell the system to not perform any light baking/precomputation. Unfortunately this involves the...
Hey @AcidArrow, sorry to hear about your bug reporting experience. ;( Our QA does their best to try to reproduce the bug in various environments,...
Hey @WildStyle69, Improvements that you're referring to landed in 2019.1. Hope they will improve your case! Cheers!
Hey @Weidz_, The restriction is for a single allocation, not for the total memory used by the GPU lightmapper. Are you perhaps using a 4k atlas...
Hey @Quatum1000, First copy your UV2 to UV4 using those two properties: https://docs.unity3d.com/ScriptReference/Mesh-uv2.html...
This error is thrown when there are no vertices in the mesh (vertex count is 0). Apart from the mesh simply not having that data, one other reason...
Hey @Clell_Tickle, @Kevin-VFX, Issues like this are usually caused by: incorrect normals https://docs.unity3d.com/Manual/FBXImporter-Model.html...
Hey @Trpunu! You're rightfully confused by the docs, as they are incorrect. :) We'll fix them. The indirect resolution is used both for realtime...
Hey @pjithorpe, It looks like the main camera is not actually orthographic, the settings in the inspector look correct though. One thing that is...