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Isn't it a bug? or performance issue? The shading pass should be done in hdr + msaa. After tonemapping, all the following post process & UI...
Yes, iphone5s does supoort MSAA. I consulted the local unity support and he suggested me modify unity source code which though i dont have access...
I'm doing a single image effect with MSAA and HDR on. with Xcode gpu frame capture, i notice something strange. on iphone7 & 6, the destination...
my mistake. pls help deleting this thread
Thank you very much Yan, it works exactly as you suggested. I consulted some unity guy and he mentioned (compiled/optimized) shader variant code...
I tried ShaderVariantCollection to collect variants and put SVC and relevent shaders into one AssetBundle. At runtime I loaded the shader bundle,...
Now unity 5.5 is out and it supports linear rendering on gles3.0, but not 2.0. If i do a pow(2.2) after import a color texture, the content is in...
Solved by using rgbm decode method here: http://realtimecollisiondetection.net/blog/?p=15 float3 rgb = rgbm.rgb * rgbm.a * 6;
Hi all, I want to use a cubemap for my eye material as custom reflection, so i set up a scene and use a reflection probe to bake a HDR cubemap....
Is it true for IOS Metal? I have 6 shaders, and they all share the same 12 keywords. On windows or mac everything is OK. but when i run on IOS...