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It's a simple test I did when they brought Enlighten support back in URP & HDRP 12. The workflow is similar to lightmap baking. You can google...
Hi, I think you need to check the whole rendering process in Frame Debugger. Render Objects can only write to camera's depth target...
Hi, the noise comes from URP's SSAO (method set to "Blue Noise", usually used with TAA). You can disable it or change the method to "Interleaved...
I think you need to find a third-party solution because currently the GI in URP doesn't support both dynamic lighting and moving objects....
Hi, I think these layers are for culling objects when rendering reflection probes. In other words, visible (or not) in reflection probes.
I think the documentation states that the PLM supports lightmapping other LODs (storing base LOD's GI to other LODs), which is not supported by...
Hi, according to the documentation page, it should be: Enlighten: LOD 0: contribute to & receive GI from lightmaps other LODs: receive GI from...
Yes, you just need to create a RendererList and set the shader tag ID to "UniversalGBuffer". URP will strip all the deferred rendering variants...
Could you provide more information? Are you using the latest version of LTS?
How about using TAA?
I'm just helping you (and other people) with this problem (apply dithering on shadows only). It seems that you're using ASE shaders. Are you sure...
Apply dithering only when "IsShadowCasterPass" returns true. [ATTACH] isShadowCasterPass = false; #if defined (UNITY_PASS_SHADOWCASTER)...
That's weird, will it still happen if: Change the material's shader to URP Lit Disable "Environment Reflections" Change back to your shader graph...
You can add a shader keyword named "_ENVIRONMENTREFLECTIONS_OFF" in the graph's properties blackboard. [ATTACH]
You can avoid it by unchecking the "Preserve Specular Lighting". This is useful when creating materials like glass. [ATTACH]
Well, I already said how to achieve that. You need to apply dither only for the shadow caster pass. It's not that convenient compared to standard...
You can set the alpha to 1 (instead of dither value) when the current shader graph pass is not for shadow casting. Screenshot in the thread I...
Hi, you can disable the sky & probe reflections by unchecking the "Environment Reflections" checkbox in the object's material properties.
I think funkyCoty has already mentioned that the shadows transparency in BiRP also uses dithering. If you need to do dithering in shader graph...
Hi, I think this is the specular lighting from scene lights. You can visualize it better by increasing the smoothness to 1. To tell URP stop...