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Already reported on discord, it's going to take a long while until he investigates properly.
Encountering the same issue here. Is there any chance to get a diff from the original microsplat for the fix?
You don't need that for game dev, you could use community pro, it's $1500 / seat, it's now added on their website.
Hi, Interested in purchasing Flora, just wondering if the foliage render system renders motion vectors? It's essential for TAA and FSR 2
Hi there, Just dropping in to ask what the state of motion vector rendering is in GPU Instancer on URP? It is essential for TAA and FSR2, and...
If anyone is interested, I wrote a unity plugin that allows for easy integration with nvim (it can probably be made to work with vim as well). It...
Awesome, thanks for the quick fix!
I had encountered a similar issue a few years back with another effect and TAA solution in BIRP. The effect I had caused jitter problems if it was...
Thanks for confirming! I do need rendering layers, I'll just keep the effect off until there's a solution.
I managed to make a minimal reproduction case for the issue, in a brand new URP project using the sample project. Simply set the lighting to...
Encountered a similar problem, in my case related to canvases for which "Vertex Color always in gamma color space" field was checked. Works fine...
I forgot to mention, and maybe it's important, I'm using light layers, all the objects in the screen along with the lights are not on the default...
Interesting, looking at frame debugger it seems like enabling Danger Renderer changes some clear calls, in these screenshots I'm only toggling the...
Happens to me in linear color space, using deferred URP.
Yes, that sounds correct.
Seems like there's an issue with the danger renderer in Unity 2022.3.x, it darkens the entire image. Worked fine in 2022.2.6
I can say that it doesn't work on oculus pro using Vulkan - URP forward rendering, and also in editor for the same app running DX11. Produces a...
Unity 2022.2.5f1, URP Deferred. Rendering 4 cameras horizontally, each 25% width. Leftmost camera has the FSR component and starts with full...
Alright, tried leaving FSR on only 1 of the cameras, but when that camera's Viewport rect changes dimension I still get the same visual glitch (It...
One more thing - it might sound weird but the builtin unity FSR has support for downscaling as well. The point is to just use FSR as an...