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Bump, this is sorely missing. I was hoping to use this in place of Mipmap Streaming for Texture Arrays, because that was missing support. And yet...
Fyi, this was added to URP shaders and Shadergraph in Unity 2022. It's automatically implemented in any alpha cutout shader.
Hey thanks for the continued development! I posted two ideas for shadows in the vanilla unity thread a while ago. I know they aren't...
What about adding a configurable minimum renderer-bounds-to-cascade-size ratio to cull casters? It would be nice to remove small props from the...
Hi, as in the title, Time.deltaTime returns impossibly tiny values in some frames. This in turn breaks calculations in our code where it is...
I'm having the same issues (graphic jobs tanks GPU performance) with 2021.3.9f1 and 2021.3.10f1. This thread is a life saver! Any updates on this?
Amplify shader editor has the option as a simple checkbox. Shadergraph still doesn't.
Any update on Alpha To Coverage?
@bgolus So you'd say currently as things are it is best to just write shaders for URP ourselves right? That's what I'm doing for Quest...
I feel that stacked conditionals might have the same problem as conditional evaluators: you cannot see what conditionals are inside from the graph...
How far along is the URP/HDRP version progress?
Shadow cascades are still hardcoded in SRPs (most of the shadowmap framework really). In some cases you want specific control over what renderers...
If using linear as the project color space, the selected color is displayed wrong. The color is already wrong before entering the shader, so I...
Here you can see how it is integrated into the rendering pipeline: https://developer.nvidia.com/gtc/2020/video/s22698 It actually looks easy to...
Bump?
Five years now and counting, at least for the built-in pipeline.
Many engines load coarser mipmaps at first, and then asynchronously load the others during the first moments of gameplay. This allows for faster...
Bump
Any news on this? ShaderVariantCollections still don't expose their variant lists.
With the update "Use Fast Midphase" flag in MeshColliders has been added. It is set as disabled in previously created components (new components...