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Hi dave_g_69, can you please share your native code so others (like me) don't have to do the same work again. That would be nice, thanks! Please...
Btw. I'm still working on NanoTech and will release it, whatever the chinese are doing... ...mine is better anyway :p
This topic is still not solved for URP please vote here:...
And again @BenCloward and @Unity: Please add this feature to URP and Builtin in the shadergraph, thanks!
After a few tests outDepth = -mul(float4(surfacePos, 1.0), UNITY_MATRIX_V).z; seems to do the trick. (You could put that into a custom function.)...
Hi Ben, looking into the gen-shadergraph-shader it seems to me that even in HDRP the Depth Offset value is not passed direct to SV_Depth it gets a...
I agree that at the moment it eats too much performance, but it's not 8ms, it's around 3-4 ms. If I turn Erebus off I still get 5 ms (in full HD),...
I uploaded a new version which should be a bit faster now, Erebus is still not fully optimized, so I think we can get it down a few more ms.
The "Shogun" demo is only for faster systems, it's very high poly, it's not optimized, but the current Erebus version is now faster, I will soon...
Thanks for the update! So if I use custom vertexattributes like vertex ID it will use normal drawcalls? Sorry, but I still don't get your...
I created a bug report for this: https://unity3d.atlassian.net/servicedesk/customer/portal/2/IN-42340
I know that there is an unofficial WebGPU possibility with this one: https://github.com/BabylonJS/UnityExporter/ But didn't have time to properly...
The Unity team should focus on bug fixing and improving what they already have e.g. ShaderGraph, HDRP, URP! We are already developing solutions...
We are working on a realtime GI solution that is similar to Lumen, using SDFs... we release it this year, and the first part of it, including...
Hello, there is a bug with DX12 ( and Vulkan) with shader graph not rendering DrawProcedural, because the vertex attributes are missing, I could...
Hi we also have an mesh to sdf tool in our new asset Erebus, which will be soon available on the asset store!
Hi, we are working on an asset for Unity called "Erebus", that is similar to Lumen, we first ship the shadows and AO part and add GI and...
DXR support will work, but there are still some issues with DX12 and DrawProcedural with Shader Graph, I could fix it manually but I'm hoping that...
Thanks! Everyone who needs this feature should post something here to keep this feature request visible for Unity Devs! Thank you!
Hi, I think a lot of people would appreciate having the possibility to add the SV_Depth output in shader graph for all render pipelines. (Like...