A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Most likely the issue is that you are exporting your normal map in 8bit, whereas substance renders with at least 16bit normal maps. Based on your...
Unity will use your second UV coords as lightmap UVs, so you could just duplicate your base UVs in your 3d authoring tool and repack them with a...
The image itself is probably completely fine, it's just that you're viewing it at a size that isn't a multiple of 320x180. Is this in the game...
I'm using 2022.1 with URP 13.1.8. I did just stumble upon an interesting comment in UniversalRendererRenderGraph.cs: // Current aim of depth...
I was mildly excited when I saw the depth priming feature in URP as I expected it would help me save a lot of performance on badly-sorted...
Just make your own pass and feature from scratch, adding stuff to them very gradually. The ScriptableRendererFeature is trivial to make: public...
I've recently gone through the exact same thing. What you are probably missing is the associated ScriptableRenderFeature:...
The best solution for this is to use triplanar mapping: https://bgolus.medium.com/normal-mapping-for-a-triplanar-shader-10bf39dca05a The main...
So what people call the view matrix can be either the camera transform matrix, or its inverse. Or maybe it's just me being extremely inconsistent,...
Could it be that you have antialiasing enabled on your render? That would certainly create some 'intermediate' colours on the silhouettes.
You have 26K batches, that's a pretty big red flag. You'll need to reorganise the your assets so that: Lots of objects are marked as static. This...
Regarding the shader-based solution, triplanar mapping is what you want to look at. Explanations and the full shader can be found here:...
Yep, I guess I was wrong. I tried moving the centre vertex in 3d and UV space a bit, and you can never really get rid of the distortion...
The perspective is correct. What you are seeing is a very similar problem but Unity isn't doing anything wrong. Basically, if your quad is a...
Enable the Filtering option, it should get rid of most of the noise you're seeing. Otherwise you can increase the number of samples but that's...
Probably because the material is metallic (i.e. entirely reflective) which means shadows wouldn't make sense.
FYI DDGI is not a high-end effect that requires a high end GPU. It doesn't even limit the application resolution or framerate. All it requires is...
If the mesh is flipped, the w component of the tangent needs to be -1. Not really sure if you also need to do this when it's flipped on several...
No impact on the GPU side, but some on the CPU: if you are sorting your opaque geometry manually you are basically wasting CPU power (the sorting...
Have you tried adding occlusion portals in each arrow slit? I believe they are designed to do exactly that: force the occlusion system to consider...