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This clears the content of the existing depth texture for some reason. My depth of field effect from the post-processing stack is now broken.
Hi Stephan, We're in a similar situation with TMP components and WordWrapStates eating a lot of memory (around 16.5 KB each). With a lot of text...
Two ways that I know of: 1) Use partial derivatives in the fragment shader to calculate the normal. The normal being in the space of the position...
Well, when you read the light attenuation when receiving shadows in the fragment shader, this is your opportunity to use the atten value as you...
Did you check the resolution? If upping it doesn't help, I'd suggest you look into dithering. It's very cheap and can remedy banding.
Do you have compression turned on in the texture import settings, or is it perhaps too low resolution? (It might also be better for you to simply...
Multiple ways off the top of my head: - Have it built into your terrain shader, with a global position and color for each circle, as well as a...
Alternatively, have a look if there's any blendmode other than premultiply you can use for the shadow...
You could setup a replacement shader to render before the UI camera. https://docs.unity3d.com/Manual/SL-ShaderReplacement.html You would have to...
So, after many hours spent I got it working. I decided to just keep working on the "mass drawing" part and see if the problem might solve itself....
Thought I'd clarify a bit with a GIF. You can see that the vertex displacement in depth for each grass object is the exact same (The bright...
Here's my setup: I have some grass, and some trees. It sways with the wind by animating vertex positions. I'm about to start generating a bunch of...