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Thank you for putting this together! I've installed Unity 2020.3.6f1 and HDRP 10.4 and can confirm that motion vectors are indeed captured....
An update on my investigations on capturing motion vectors from a different camera in a CustomPass: it seems that the MOTIONVECTORS pass is...
First, I wanted to thank @antoinel_unity for the extremely helpful CustomPass examples repository. It's been very useful as I've been learning the...
Hi, To follow up on this question, if I'm currently using quad and MeshRenderer with a custom shader that determines the transparency in the...
Alright, thanks, maybe I can dive into the source to change this.
Hi, I'm trying to understand exactly how Uniform-scaled textures work. I'd like textures and line sizes to be constant in (3D) world space. It...
Hi, I'm mostly enjoying my time with PP so far, but I have a seemingly simple thing I want to do and I can't figure out how to do it. I would...
My fault - the issue was that I'd messed up my substances so the AO in the packed map was black. Fixed now, everything's working as expected. Two...
I'm also having the same issue ... but really looking forward to trying out the new update!
Thankfully, I do, and it is as easy as deriving from InspectorEditor. A pretty small change to make even if their files are overwritten by a new...
Thanks for the quick reply! Yes, it has a lot of specific logic in it. Basically it generates (from visual node diagrams) code for a base class...
Just started using Advanced Inspector and am really enjoying it so far! I just have two questions: How can I combine other Custom Editors with...
Just wanted to clarify that things will work the way I expect them to, regarding scenes assembled from pre-built chunks, as you've mentioned here...
Indeed! But currently the surface shader uses something like a standard Bumped Specular type of shader? So the lighting would not quite match that...
That would be great! It would really help enabling a cohesive look throughout everything.
This looks like a really fantastic asset. I was just wondering what the options are for customizing the shader. If I wanted to, say, render the...
Thanks for the info -- do you have any links for that? Or would you happen to know if that's a 5.0 feature, or just some time in the 5.x release...
Deferred Specular Color? I've really enjoyed what I've explored with Alloy so far, and deferred rendering certainly has its advantages. However,...
It's definitely there (under Shader/Resources). It's nicely documented, basically adding code in CalculateLight, modifying the ending after #endif...
Thanks for the response! I'd definitely be targeting the Deferred renderer, so that's a little unfortunate. What exactly does...