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LINKS AT BOTTOM [MEDIA] Hello everyone, Recently I've been contacted for help on my initial findings on making a proper first person shader to...
Hello everyone, has anyone been able to figure out a way to differentiate shadow casting and receiving in Unity 2020 and above using the built-in...
Hi everyone, After my recent post on making a first person shader I'm getting very close to completion. I have a working viewmodel that never...
Ok so I've worked a bit on that and I've solved most of my matrices issues if not all ! Unfortunately I'm now getting into a Z-fighting issue that...
Hi everyone, So after being contacted on Reddit about it I've decided to delve again in my attempt to give Unity a proper viewmodel shader. I'm...
Thank you very much ! I assume the variable "amount" in your example is the FloatField itself ? How do I get that when loading from UXML ? I...
Hi everyone, So I used the UI Builder to make a custom inspector. First of all, is that far enough in development to be considered the...
Phew, finally did it ! So for everyone who would need the exact feature set I was looking for (getting light color and intensity as put in the...
I'm bumping the thread after more researches. I've looked into getting the needed data from either the Pipeline Asset or the Pipeline Data,...
I've tried everything I've said and here are my conclusions : I cannot seem to access to anything from the render passes. Culling results, light...
I assume it's done properly but I'd rather ask than not just to be safe. You created the URP Asset and set it and configured it correctly in the...
MOST INFORMATION IN THIS POST IS OBSOLETE I might have found a solution BUT any other solution is still appreciated, and if I could have...
I formally changed the title and tag as a feature request for what I need (which might be useful for others using URP hopefully). I'm also...
Well as a matter of fact I found a solution : https://www.reddit.com/r/Unity3D/comments/5hpzff/working_fps_shader_with_clipping_correction_and/ If...