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So is "Remove PSD Matte" flag actually applying alpha premultiplication to the given texture asset?
This is pretty nice but it's a Box Blur, not Gaussian blur. I noticed it also when you showed the GIF. In order to calculate a Gaussian blur you...
I have played around with this a bit more and found some interesting things which may hint to what the key problem is: Once I completely deleted...
I added both the SPIR-V text output and the binary. I managed to find a horrible workaround by changing all the code which was used to calculate...
I can generate SPIR-V with "shader-playground" and send its output here right? I don't love the idea of sharing my shader publicly but if there's...
Yes I understand but there are many other conditions in my code or ternary expressions which compile and behave just fine. Not sure why this line...
Yes I assumed you're right. However I did try it on a Samsung Galaxy S10 which has `Mali-G76 MP12` and in there non of my shaders worked - the...
I came across something interesting, I managed to set the UNITY_SHADER_COMPILER_TASK_TIMEOUT_MINUTES to about 3 hours and let it run. Then I...
Well I tried as you suggested but updating to 2021.3.31f didn't change much. I also tried using the default compiler again but it timed out and I...
Thanks I'll try that. Unfortunately I'm not sure I can give up on the DXC compiler as the default compiler takes over 10 minutes to compile my...
Hey, I worked on a pretty complex shader lately and it works well for iOS builds, and on MacOS (at least in the Editor). But when I build for...
This is amazing it actually works! Thanks! I understand why this is not the default compiler, but on which platforms is `DX11` used? Just to know...
I'll try that! Will update if it works. But regardless of the compiler, it doesn't sound like I've done something fishy in my code right? There's...
Right now I'm targeting iOS, in general I'm aiming for both mobile platforms and standalone. What you're saying about large arrays is interesting....
Hey, I'm working on a pretty complex shader with over 800 lines of code in my main Utils.hlsl file, which contains many functions, some with many...
Hey there, I'm using XCode 15 RC, MacOS Ventura 13.6 and my iPhone 13 is iOS 17, using Unity 2021.2.5f While the Xcode build is working, I cannot...
also interested
I added two VideoPlayers to a scene with target textures to sample from with a shader I wrote. As the game plays on an iOS build I notice these...
I tried reducing every quality property I could find, and I think lowering the render resolution to 0.5 helped me reach decent performance and...
Did they improve it by now? Or is there something in the works for a more mobile friendly performance pipeline?