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I haven't used this myself, but was curious to see if there was a defined way of rendering a pass for a single camera only. Looks like the...
Hi Unity, Wanted to post some feedback about the API design for the RTHandle / RenderTextureDescriptor system in URP. I recently posted this...
@EminemJ: Thank you so much! The fact that RTHandles.Alloc() dropped the StencilFormat parameter was the bug I was running into. After some...
I thought I had tried setting the RT's stencil format explicitly to R8_UInt, but didn't see any difference! I assume you're also using RTHandles...
Unfortunately not. I am moving between projects, but I if I remember correctly: A) Creating depth texture views using...
Ah yes, sorry, I realized I ended up on HDRP through searching for RenderTextureSubElement! Wasn't trying to confuse people, but good to know...
Hi @antoinel_unity, apologies for tagging you (and slightly hijackling ignarmezh's thread, but hopefully this adds useful context) but I am...
Hi everyone, I've been working on a custom screen space outlining RenderFeature, for which I need to access both a custom depth value (for...
You can write a RenderFeature to render any pass declared in your shader at an point in the URP pipeline. It's not as convenient as having a...
Honestly, we had very much the same experience. Our team consists of two technical artists, and the Render Feature we implemented was thoroughly...
When I was looking into this, I found some old threads from 2016 that mentioned that the Blit commands optimized out the depth/stencil testing....
To filter objects in a RenderPass, you use the ScriptableRenderContext to call the DrawRenderers command with CullResults, DrawSettings, and...
With all of those ruled out, you'll probably need to post the shader code so others can help debug. There might be some conversions from BIRP CG...
@kankane I've not encountered the issue before, but in OnCameraSetup() have you tried calling ConfigureClear(ClearTarget.none, Color.clear) by any...
@ManueleB Thanks so much for that detailed answer on the best practices - that was exactly what I wanted to understand. I know you have a lot on...
Thanks for the quick response @sandy-unity . I'll change over the code to use that function. If you don't mind the follow up question - since...
Hi there, Using Unity 2022.1 and URP 13.1.8, we see the following issue: We are writing a custom pass that draws renderers to a temporary RT,...
Did a little bit more digging into this over the weekend, and I think that the issue is that the VCAM setup in 2018 is actually incorrect, but...
*** Update: Probably user error, see comment below. *** Hey all, So I'm experiencing some issues with setting radii on target group targets...
I want to bump this issue because the removal of automatic matting for transparent .PSD files is hugely detrimental to our team's workflow, and...