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The default shader starts with a single pass that uses a normalized rgba texture to establish the blend weights between the first four paint...
One other great test to try: instead of completely disabling the terrains out of view, just toggle their Draw flag and compare results. That's...
The big perf bump should should come from DrawInstanced -- as I said, it will only show up in the batch number but not in "saved by batching."...
Looks like we have two balls in the air here. The first is DrawInstanced, which is very important for GPU performance. It's annoyingly hard...
I just realized I missed the most important bit in your original post! You said "quickly edited during the game", does this mean you are doing...
There are a bunch of different possible cost structures, depending on what you are doing. I'd ask a couple of questions before offering any...
Quick update -- this somehow fell off the radar in the fall, but it's a real bug and is in the bug tracker now. In the meantime, I was able to...
Sorry for the holiday-induced delay in getting back to you. Here's the way the C++ code calculates the indices of a given patch /// Calculates...
Do you have the `Draw Instanced` flag set in your terrain? Does the problem persist regardless of that setting?
Officially, ShaderGraph shaders are not yet supported for Terrain in the 2021.2. That said, you can work around that fact to a degree. Here's...
Another variable to investigate is the relationship between the Detail Resolution and Detail Resolution Per Patch settings in the Terrain...