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I made test scene for urp and for built-in render. One camera, all scripts disabled. Same quality setting, same shaders (custom). Unity...
@bgolus @aleksandrk Finally have some time to make a measures. We are work from home now, so I can't make tests on different devices. Only Adreno...
Thank you for your answers! Really helpful. Now is the time for tests. I will post the results later.
Hello! I have a few questions about developing shaders for mobile GPUs (adreno and mali). Firstly, the effect of vertex buffer size on...
My apologies for the unnecessary concern. You're right. When you logged out it installs the old version from cache, but it's looks like normal...
Try Unity 2019.217 and Unity 2018.4.6, have the same problem. New project, clean installation. [ATTACH] and the other one( [ATTACH]
Try to enable gpu instancing. It could fix your problem. In any case it work on built-in render, I don't test URP for long time. So maybe I'm wrong.
Thank you for your replay! I'm curios about a shadows because I want to improve them. I was hoping that I didn't need to create everything from...
Hello! Nice work! I would like to know does ShaderOne use your own shadowmapping for custom lighting, or you connected to unity sm? Also does...
The same problem here(Looks like unity doesn't attach an "error" (pink) shader instead of a shader that failed to compile. Put copy right in to...
Hello! I would like to know what about clouds performance on mobile(ray marched or lit particles)? Do you have options for downsampled clouds...
We solve this problem by using Bakery. Clean and nice result. Much better quality GI.
[ATTACH] You shold invert green channel on your normal map, it looks wrong.
Unity progressive lightmapper isn't good reference. It over darkenning scenes and at general looks like non phisical unity lights + GI from them....
May I ask? Why do you need a real-time gi on the hardware level gles2? That all dependent texture fetching will be incredibly slow.
Maybe you can post some comparison screenshots?
Apple support ASTC since A8 processor (iPhone 6).
I think the most important thing is better GI quality, mach better area lights quality, and less seams on lightmaps in general. Also more...
Try Disable Adjust UV Padding. [ATTACH]
I know how GPU work) but it's not just a clamping of overall brightness, this multiplying fix dark spots when intensity is low, overall bloom...