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Hey Raphael, maybe someone asked this already, would it be possible to layout lightmap UVs after a combine in order to be able to bake lighting...
Hey raphu604, a quick suggestion for next release: When painting with slope influence @ 100% on very chaotic surfaces such as rocks, the...
Awesome update ! Looking forward to working with it. And yes, this is exactly what I had in mind, thank you for implementing it !
Wonderful overlap filter ! I have another request: It would be interesting to have the ability to define the number meshes in term of average...
The article was written more than 10 years ago. Can we get MSAA with HDR now please Unity. I worked on three shipped games already that had that...
I have to say Global Mode is just awesome, so much more productive. Congrats for this amazing 1.5 version.
Yep it does work. Thanks :)
I also have the grid of dots when downsampling. AMD gpu in the PS4.
Hey, we just bought your SSAO effect today and it's really good and flexible. Congrats. However it didn't work out of the box on PS4. Not much to...
Deferred lighting is more bandwidth demanding as it requires larger buffers and more memory transfers. It also requires a z-prepass (in the case...
Ok I got it. Basically the attributes interpolators are in 24 bits. Excerpt from the gpu doc: - UITR – USSE: The bus width is 64-bit. Each...
It would be much more efficient to compute the rotation matrix in a script in order to avoid the costly sincos() at each vert, and pass it as a...
I'd say drop the old deferred. Forward is fine for less powerful platforms anyways.
Also I derive my UVs from the vertex XZ position (no compression applied in the editor to that particular mesh) to save on incoming attributes....
I have the same issue although my UVs are in floats throughout (other quantities are explicitely using halfs in my shader). eriQue, could it be...
Same here, can't get this to work with generated cube maps in realtime. Does this function actually work?
Awesome, thanks for the info eriQue :)
I'm looking for a way to output hdmi to a large screen when teaching to my class. For various reasons, I want to show the real thing running, not...
Same problem here (6 months later still no fix?), doing a triplanar surface shader that makes use of custom vert data (working fine), once...
Not being able to receive shadows on semi-transparent object is a real problem in 2014 if you want to do some competitive rendering. I think the...