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Just updated to the latest version and was looking through the code, I noticed that you implement ` FastInvSqrt`. While definitely a really cool...
Just a follow up on this issue, I have found* a solution to this issue, details can be found in this forum post:...
Hi @Julien_Unity I have implemented the CustomRender with a ScriptableRenderContext on the HDAdditionalCameraData and it seems to have worked...
Hi @Julien_Unity Sounds like exactly what I'm looking for! Would you happen to have any documentation on this? Googling "unity cusomRender API"...
Hey @LaurieUnity, Thanks for your response, Just gave it a go, but it doesn't seem to be working, I believe this is because I'm using HDRP. I...
Hi Daniel, Thanks for your response, I now have spent some time diving into the com.unity.simulation.capture package to see if It will help me...
So it seems you can set 'Custom Frame Settings' on a per-camera basis which I can use to disable a lot of the rendering overhead that I was...
Hi, This is a bit of a cross post, but I've had no luck so far get any responses to help address the problem:...
I've been attempting to have an additional camera render a depth texture while still having other cameras rendering normally. The use case here...