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Hi, I am using Camera RenderToCubemap function to render into Cubemap. Code is pretty straightforward: var cubemap = new Cubemap(4096,...
After loading (Addressables.LoadAsset), is there any way to get the asset path of AssetReference in script?
Thank you so much bgolus! So that's why Unity is not worried about GPU difference, because both OpenGL and DirectX shader code need drivers' final...
Thank you for your reply!! About this, what does the resulting compiled shader look like for HLSL? Is that the same as what you can see from...
Hi! Forgive me about asking a question that is so general :) I am a beginner to Unity and confused about how Unity compiler works. OpenGL...
It's still not working.. Did anyone file the bug report already?
Is there any substitute for OnRenderObject?
Hello! Has anyone tried using Lightweight Render Pipeline with CommandBuffer.DrawProcedural and DX11 structured buffers? I tried the script from...
Thank you bgolus!!! :)
Hi bgolus! I know this is an old thread, but I saw this thread when I search for "difference between Blend One Zero and Blend Off". I know the...
Now I understand! Thanks a lot for the explanation! :)
I am a little bit confused about this part. Why tangent looks better if using 8 bit per channel textures?
Thank you! Another follow-up question, because tangent space vector displacement is causing a giant crack, I am thinking about object space vector...
Hi! When I use tangent space vector displacement map, it causes a huge crack along the UV seam. I figured out it is because along the uv border,...
I've noticed that Unity does lots of multi-pass shader for image effects, for example, for a down sampling by 4 with a 4x4 finding the highest...
First, this is the image with the usual sampler2D normal map. Normal map is tagged as normal map and there is no Texture2D or Texture2DArray...
I want to pass a normal map array into shader, so I create a script which is using Texture2D[] to populate the array in the Inspector: public...
That makes much more sense! Thank you! In that case if the target is VR and I want to use forward rendering, I guess it would be better to write...
In forward rendering, when there are multiple lights, Unity uses multiple passes. "Base pass renders object with one per-pixel directional light...
I kind of understand what Unity wrote in the comment means. If I am understanding you correctly. So "divide diffuseTerm by Pi and not multiply...