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I've tried my best to understand this, but I can't grasp why ShaderGraph still provides no way to override "extra" passes (i.e. everything except...
@aleksandrk Submitted a bug report today. Hope it helps.
TL;DR: Sometimes, in some unexpected cases, for some unknown reasons, a "GLSL link error" is thrown into console. It happens in WebGL or android...
To be fair, they finally did what we all was asking for: the way to have the true current- / next-gen graphics while still being able to run fast...
@Amlovey Thanks for the reply. Unfortunately, 1.b (including files by the full path based on the project root, not relatively to the shader) and...
Pardon my french, but... is it? Really? I might be looking in a wrong place (i've looked here, for example, and it is NOT documented at all,...
TL;DR: Unity graphics team, please document the shader part of the new URP. Shader graph is great, but manual shader programming is still a thing,...
@Amlovey , Before I buy the asset, I've got a few questions about it: 1. Does it inspect included files? I.e., will it suggest functions for...
the answer: https://forum.unity.com/threads/what-does-_texturesampleadd-do.531422/#post-3517609
@aleksandrk Thanks a lot! In other words, if I handle Alpha8 texture myself, I don't need it at all. I was woindering it's purpose since it...
Bump? Any info? Please? :(
The question is in the title. There's already a similar thread with no replies, but it's in a wrong forum section and is obviously dead. I can't...
@Aras Bump. This compile directive was removed in the latest Unity versions. Is there any other way to stop Unity from normalizing mesh vectors?...
So far I didn't manage to find a good clarification of differences between texture indirection and dependent read. Some people say one thing,...
@Kumo-Kairo, @daxiongmao thanks guys. You're very supportive. Exactly! That's what I'm trying to figure out. Technically, it's just a fullscreen...
Sure. But I know the answer is: "With the regular image-effect approach, you can't". So I'm trying to find the exact reason why this happens, to...
It's from the hardware point of view. But on the software side, all the resources go to the GPU through the graphics API, isn't it? So even if...
Hm...it's odd. When I tested that, I simply forced #pragma target 2.0 and performed texture reads with different arguments. Shader model 2.0 has a...
Android. Specifically, Samsung Galaxy S3. I intentionally use it for test, as a lowest-tier hardware. Thanks for your advice, I'll investigate...
Thanks @Kumo-Kairo. But maybe you could also clarify that RTs and VRAM part? Do RTs reside in GPU memory only, or they are transferred back to...