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Hi, If I have an interactive user interface in-game (think SimCity, the Sims or an in-game level editor...), where the mouse is used to interact...
Hi, I'd like to have a compute shader that will perform some calculations and tests that will result in an unpredictable, dynamic number of...
Interesting. I had never considered that approach. I guess I had assumed that spinning up compute shaders as well as the vertex shaders would...
Oh, I see. :( Yeah, I'm after actual triangle strips as you were originally. Real shame I can't just specify this with Unity, there's a large...
Right. That's okay as I'm not targeting mobile. I'm hoping for at least some gain here, but I genuinely don't know how much compared to the...
Thank you so much! It all makes sense now that you've shown that code... and presumably this is even faster as there isn't even an index buffer...
I would also be very interested in this. I have multiple grid based meshes in my game - custom heightmap style terrain, water surfaces etc....
Hi, I am generating vertex data in compute shaders. I have a couple of compute shader passes that run and modify parts of this data. The...
So if the car skidmarks are meshes, will it be easy to remove old parts of the meshes/decals once there are too many? Same with bullet holes etc.?
Thanks guys, it seems to be working consistently now, with just this in my shader (no #if's around it - thanks @DevDunk ): Light mainLight =...
Seems I spoke to soon. In standalone builds it still doesn't work with cascade count set to 1. Does the editor do something different when...
That worked, thank you. I'm not sure where I originally got that #if block from, but it appeared logical - only get shadowAttenuation if there...
Hi, I'm using URP, hand-written shaders. For my project, I don't really need cascade shadows at all (top down isometric view). I'd like to get...
Hi, I'd like to generate a procedural mesh on the GPU - both the vertex and index counts will be unknown until its generated - though I can...
This looks fantastic. Very interested in trying it out. I have a question about the GPU version - When you clip the quadrilateral decal against...
I'm interested in this asset to paint walls, but my level will be procedurally generated. Will this still work? I looked at the original blog...
I did fix it actually, but now I'm struggling to recall what it was exactly. I know that it wasn't related to the rendertexture being...
If I look at the object in the scene view, the values are non-linear again! What is going on? Help! :) [IMG]
Hi, I have a RenderTexture (created as an asset, not in code). It is the following format: [IMG] So Unity knows it's Linear. My project is...
The documentation for RenderTextures states that: "Keep in mind that render texture contents can become "lost" on certain events, like loading a...