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As an asset store publisher, what pipeline do I ship my demos in now so they 'just work' when people install my asset? Once SRPs become the...
Depends heavily on platform- When I can get Instruments to work (it breaks a lot) it's really nice because it can show you how much time is taken...
I find the claims odd. As of last year, SRP usage was something like 30% URP and 5% HDRP of what Unity considered 'real projects starts' (how they...
Terrain tree's drawn by the terrain system are already instanced batched, so the new pathway doesn't really help much here. To get increased gains...
What really sucks about this is having to wait for the SRP to update the render makes tooling much more complex. In BiRP, I can simply render...
Its copied exactly from the forward/gbuffer/etc passes the shader graph outputs. For instance, here's the one from the forward pass:...
When trying to port shaders to this, I'm getting: "Shader error in 'BetterShaders/Unlit': undeclared identifier...
That all makes sense - a big speedup for everyone is extremely valuable and exactly the kind of stuff I'm excitted to see Unity doing. And yes,...
This will be super useful and I'd love to see that API added sooner than later, but wouldn't DMI approaches still be more appropriate in these...
Basically the majority of packages in the asset store that work across SRPs have to know which SRP they are running under, and often need a define...
At unite I was told there's a new policy about not talking about stuff until it's a year from ship, so I think this means that if Unity isn't...
The bet is that bandwidth < ALU on most GPUs these days. Note that you can pack a Matrix3x4 into 30 bytes using half precision for the...
Been rolling my own version of this stuff, here's what I'm doing: For any given object set, a list of Matrix4x4 is passed to a compute shader....
I'm seeing this in 2021.3, but am not using GrabPass in any of my shaders or code. It seems to come and go, but once it happens, it's a constant...
Don't use evaluate directly and on the main thread, it's super slow, to use splines at scale you need to convert them into better data structures...
Developers are essentially forced to charge for upgrades, or go out of business. Since about 7 years ago, Unity became an unstable mess, with...
They are the same component, but depending on values in a config file they should show different options in the toolbar. Essentially I have a tool...
Internally they are very, very different. MicroVerse writes everything to Unity's terrain system at edit time and relies on Unity to render it (or...
MicroSplat - 32 (using Unity's format) or 256 (using a custom one) max..
Sine most of us have to support multiple versions of Unity, unlike unity whcih freely breaks stuff and doesn't have to support previous versions,...