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Hi guys. I want to tell you that I'm still alive and continue to work on this asset in my spare time. I spent last n-months on optimizations,...
And how did you fix it?
Nope, it doesn't help
So you mean, that I need to choose Android 5.1 Api in build settings every time I want to profile my app?
Hello. I can't connect my android builds to Adreno Profiler (from Nexus 5). The problem appeared in Unity 5. Ver.4's builds connect and profile....
In Viking Village scene you have about 1,5k drawcalls most of the time. And more than 2kk verts in most camera positions. It just can not be...
How it ended? I ran into the same problem (light on objects flickering), after upgrading to 5 (that problem sometimes appear in 4, but only in the...
It could be a lot faster to check sphere-to-sphere (your sphere with object renderer's bounding sphere) intersection manually, depending on scene...
Oh, my mistake, you're talking about compatibility, so I thought that you mean different platforms as well. Including those which does not support...
Which part? Not necessarily. By the way, you can also use mrt. What kind of magic Unity casts, when you switch to deferred (except for a slightly...
You can generate it at startup then. The fastest ssao approach i've seen so far is the combination of pre-baked self-occlusion and dynamic...
It's not the first time I meet that statement. And I can't understand why do you guys say it. You do an image effect, so you got PRO -> RTT, that...
Here is a screenshot of a paper about AC4 for you to understand what I mean by saying "closer to Assassin's Creed" [SPOILER]
It's definitely not dead and i am still working on it:). Here is an example of full 3d light volume (only light color info, without direction and...
Just bumping this thread with clarifying why I do not want to use standard camera's function. I wrote my own occlusion culling solution and this...
Hello. I am trying to reproduce native camera.WorldToViewportPoint function, for projecting mesh vertices to viewport. I write colors to texture...
In truth, it is not some "special shader for shadows":). Just rendering to depth texture. How to replace the default shader, and whether it is...
Hello. How can I change the way object writes its depth info for shadowmap? In unity default resources we got Camera-DepthTexture.shader with...
No need to use 3d voxels/models for that. Outerra's mountains looks photorealistic. It uses heightmap with some procedural noises based on slope,...
In fact, it's a blue reflection, but floor's shader used it incorrectly:) The sad part: all visual issues depend on lightprobe's positions (this...