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That's great news, thank you a lot!
Yes I am using the infinte ocean. Using the quad mesh at least eliminates the frustrum culling problem, but the degraded LOD is still present when...
Thank you for your answer! I can achieve the desired result (= countering the origin reset movement) with the solution as shown below in my...
@chap-unity Sorry to bug you again but I really would like to see an option to provide an UV offset to your water shader (so floating point origin...
Heya, thank you for responding! My procedural world is quite large, and to avoid exeeding floating point limits when I move around in the world I...
Love your water system. Any chance we can get the option to set a uv offset, script based at runtime ? I would need that for my open world /...
Thank you guys, I get the idea now.
I am not sure if I understand the performance benefits of ISystem over SystemBase. In this simple example, in both cases the important code is...
I'm still waiting for this to happen
Hey, I was not replying to the OP and my answer was not targeting IO as you can see above. I was just clarifying that you can use managed types...
Ok now with 2021.1.5f1 I'm at the point where the custom hlsl (SAMPLE_TEXTURE2D_ARRAY_LOD) version won't work in the dots build, it seems it won't...
Bump, same here @ 2021.1.5f1 with HDRP
Nice coincidence, I changed the material type from translucent to standard for the two shaders which were affected by the problem yesterday, no...
this is the latest error........ [IMG]
[IMG] Also what I can see is that the more often I start the scene, those errors in shadergraph inspector view accumulate over time (last time I...
that's the weird part, sometimes it is, sometimes it isn't. I just change nothing really important in the shader (like moving around a node), save...
Thanks for your feedback, I am not using SSS at all....I think I have reduced the error to one shadergraph only now, and it only pops up on scene...
A Hybrid Renderer V2 batch is using a pass from the shader "Shader Graphs/MyShaderGraph", which is not SRP batcher compatible. Only SRP batcher...
I want to derive a custom HLSL function from the generated "Normal from Texture" function code in HDRP shader graph. Basically I want to do the...
I have same errors (299 of them) since entities 0.8.0 in both 2019.3 and 2020 beta, can't even undo it by going back to 0.7.0, very strange....