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No performance impact if the baking mode is set to "Bake Indirect" or "Subtractive". Note: mixed lights are considered as real-time lights too.
Hi, maybe you can try upgrading the graphics driver and check if it still happens.
You need to provide pass names (the Light Mode tag) to DrawRenderers. A simple example is that assuming there's a Light Mode tag named...
Hi, I think it's because the matrix isn't correctly set. You can check the documentation and provide a correct matrix to it. Also, you need to...
You can also try decreasing the shadow distance.
Hi, the real-time GI in (current) Unity is provided by a middleware called Enlighten. All real-time lightmaps are generated and updated by...
Hi, I created a Custom Renderer Feature to enqueue multiple shader passes with custom lighting tags. You can let URP execute any shader pass (to...
I think there're 2 ways to do procedure animations with visual scripting. 1. CPU Animations, like changing the transform of an object according...
Hi, if you are talking about making animations (videos) in Unity, I suggest checking the Virtual Production subforum. This means (bone)...
You can check if it's the case that funkyCoty mentioned. (I remember that positions in URP / BIRP shaders are using single precision rather than...
Hi, there are mainly 2 ways to implement transparency in Unity: 1. Alpha Blend (Set material type to Transparent) Support semi-transparent....
Hi, this should be possible once the SRP coexistence is done. But, this is for something like distributing HDRP project on PCs and URP on...
Hi, I think you can convert the RGB color to HSV color. H: hue range Yellow + Blue = Green [IMG] After conversion, you can calculate the...
Seems that the gun object does not output depth/normal (necessary information) for decal. Are you using Renderer Objects for gun (in Renderer...
I know that it is possible to render point light shadow with only 2 draws rather than 6. It's less accurate but faster. See this Godot Docs...
Forward plus is available in 2022.2. (still in alpha)
Thanks for suggestion! Will try it later.
I just found this! I changed the Realtime Shadow Intensity from 1 (default value) to 0.728 [ATTACH] Intensity 0.728 [ATTACH] Intensity 1 It...
Maybe a lower LightMapParameter (in the Lighting Inspector) will help.
Thanks everybody! Maybe the best solution now is to avoid this kind of light direction.