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One: Shader Graph is lovely. Two: 2019's new version of DrawProceduralIndirect that automatically integrates with the normal mesh rendering...
Also wondering about this question. It seems like the documentation is out of date?
I'm also very curious to know if the HDRP will be gaining hook points for custom object rendering in the near future.
Not being able to populate a mesh's vertices and indices from another GPU buffer is tough. This is a (lack of a) feature I keep running into and...
If I create a ComputeBuffer with ComputeBufferType.Append and some capacity, is the buffer's .count property the capacity I created it with, or...
I have some code that uses Graphics.DrawProcedural or CommandBuffer.DrawProcedural to render geometry. I don't have a MeshFilter or a...
It would be helpful if ComputeBuffers were a parameter type supported by the system. VisualEffect has SetInt, SetFloat, SetTexture, etc., but not...
Yes! Thanks for writing this up! I got super excited when a colleague showed me SV_RenderTargetArrayIndex. You can even pull off emitting extra...
I've got a use case for which the Scriptable Render Pipeline isn't quite "scriptable" enough: multi-view rendering for a hologram called The...
[ATTACH] I have a use case where I render a Camera multiple times (30+) to get many angles on an object, per frame. As my scene grew more...
I'm writing some editor code that assembles .shader files at edit time from a template. I'd like to be able to a) write to the .shader file, b)...
I'm also seeing my iOS builds get cancelled, without a clear reason why. It definitely builds locally with a clean checkout. The last couple...
Also looking for a solution to this problem...
would love to beta test this in VR and give you feedback!
Unfortunately I'm trying to use an anti-aliasing component that requires a left and a right camera, so that's not an option.
I'm not sure how to apply @BlackRainbowFT's fix in my project. I'm never adjusting VRSettings.enabled. On a fresh project with the SteamVR asset...
I have a native C++ rendering plugin and I'd like to be able to set a bunch of uniform values from C#. Ideally I could just pass a...
I hit this limitation as well, trying to add mod support to a game. Has anyone found any real workarounds in the interim?
I'm getting this error building an asset bundle with a DLL. Any updates?
UnityEditor.SceneView.lastActiveSceneView.camera should give you what you're looking for!