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When I open my project (Unity 2019.3.0f1) I get a list of 64 errors, doesn't cause any problems, but I would like to solve this anyway, seem...
don't know about VR, but did you check the https://github.com/Verasl/BoatAttack demo ? it has some water special water features using...
not really sure if this is due to the new input system, but i'm using it and pressing keys to control character seems to spike editorloop times...
I believe ui is not part of the pipeline yet, so currently its rendered seperately after everything else in the urp. i think this will come at...
block.SetVector( "_BaseMap_ST",new Vector4(1.0f, 1.0f, 0.0f, 0.0); these are set per material if you do instance rendering you have to adjust the...
Hi, first off, the scriptablerenderfeatures are awesome... I'm experimenting a bit with a customrenderfeature to draw a bitmap font as an...
https://github.com/Unity-Technologies/UniversalRenderingExamples
you can also use the 'custom function' node and use an hlsl function from a file it's a bit of hassle to set up: here's a short example I have a...
Hi, I took a different appoach to communicate with a renderpass. you will need to create your own version of the renderobjects feature tho I use...
Ok i managed to make the appropriate changes to my custom unlit shader, if someone runs into this: you define instance properties:...
I'm using 2019.3.0b12 with the unlit shader I make a copy of the unlit shader and removed _BaseColor and _BaseMap_ST from the...
I'm experimenting a bit with custom renderfeatures. i want do draw some quads onscreen via drawmeshinstanced. this works as expected except for...
solved it by deleting shadercache folder, shadercache.db and shadercompile logs
same here 2019.3.0b12
thanks for the responses, i'm trying to understand how caching actually works if it has to get position from the position array and then velocity...
I have kind of a weird shader error behaviour, when i save shader from shadergraph its all good no error. when i press play it suddenly shows a...
as a simple example, say i would have a paralelfor job that adds velocities to positions would it be advisable to feed the job a nativeArray of...
good to know, thanx!
Thanx for your response snacktime! i got DrawMesh times down a lot by optimizing the vertexcount of my tiles, so the amount of tiles is lower and...