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This is still an issue. The tessellation shaders also don't allow adding additional things to your struct. Example1 : If you want your...
Exactly what I was looking for!
How does piggybacking my vertex animation work. Can you please provide a corrected example? The manual is very non-explicit about this. Take my...
Yes. Slightly better. I found with Sunshine I can stretch shadows out to about 300 meters. In Unity, even after hours fiddling with cascades, the...
Thanks PolyVector, the updated shader for internal deferred does work in 5.5.0
We have downgraded all workstations back to 5.5.0. About half the people in our team had problems with 5.5.1.
Seems to be a problem in 5.5.1 Several other workstations had problems simultaneously on upgrade. We downgraded to 5.5.0 and everything works...
Unfortunately, across uniform terrain, this causes very uneven lighting. Basically everything closer to the point light is brighter unless you get...
That's great! I will try that out!
Hi, After a sleep and some more tests, I found that this only really happens when doing large scenes. A 5 kilometer scene with a 5 kilometer wide...
Hello, Unity 5.5.1 official build does not work with Sunshine in deferred. They have changed quite a lot with deferred rendering, and I had to...
UPDATE: If I start a new project and import raytrace lightmaps into it, then open the lightinginabottle tool window, I get a different kind of...
Okay, it imported successfully and I tested in the demo scene, seems to work nicely. Next I decided to try a light bake in the game scene that I...
Yes, indeed after updating unity to 5.5.1, the asset store downloads shows a yellow "update" button on Raytrace lightmaps. So in Unity 5.4, it is...
I wish we had the same option for lightmapping as we do for shadows. For example, cast shadows and receive shadows. So we could have "Affects...
Hi, I have purchased the plugin and I found that it simply is not working at all. Clicking the render button has no effect at all. The demo scene...
I found a functionality called finalgbuffer, it seems to work as expected! Necro-ed thread solved
I didn't want to necro this thread, but having exactly the same problem. Deferred render pipeline is overriding the finalcolor functionality. I...
Thanks for your advice -yes, I'm quite sure it's the shadow map, and it makes total sense as the the matrix does indeed seem to grab the light...
It seems that the shadow collection is where things are going wrong.