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We have the same problem, don't know what's wrong.
Yes, it worked that way, thank you.
I want to use PlayableGraph and mix 2 animators, but it doesn't work and there are no errors or warnings everything is displayed in the visualizer...
It is not working. Code changes are not shown in the console. UPD: It only works if I manually reimport the script that I changed. Unity...
Doesn't work with 2021.1.12f1, URP 11.0.0 Only one eye is drawed, and it's distroted :C
Caught an infinite loop in another thread due to IL2CPP optimizations, resolved the issue.
Hello. When doing Build for Oculus Quest 2 with IL2CPP enabled and with URP, I get a black screen when launching the application after "Made With...
If i use CopyTexture and textures with different resolutions i got error about that sizes is not equals. Cubemap resolution is depend on camera...
I have new problem. Shadowmap resolution depends on: 1. Quality Settings or Light shadow resolution setting 2. Camera rendering resolution So i...
All works properly if i use 6 command buffers to copy each face before each faces rendered. Thank you.
Thank you. Yes it works when I create rendertexture with shadowmap format and 1024 size. But I have problem. I use command buffer to copy baked...
Hello. How can I blit cubemap rendertexture to another cubemap rendertexture? I need copy point light shadowmap, and when I try blit, my...
I found solution. Just use output with SV_Depth and SV_Target in shader and enable ZWrite.
Hello. I need write into shadowmap depth buffer of light source (for example spot light) before than shadowmap will be rendered. How I can do...
Hello. Adding new render targets in deferred rendering would be great. When I tried to do this with command buffer i did not succeed. I create...
You can assign one of source textures to material. Material.SetTexture and sample it in shader.
I found how i can do this. I create editor script which subscribes on camera.onPreRender and enable global shader keyword via commandbuffer and...
If you will use uv just as center of decal, you will get pain on uv seams.
Hello. Do i can write shader that will be rendered in preview window different from game camera or scene camera? For example i use deferred decals...
But reflection probes lost their baked data after any action (build or playmode), and i dont know why.