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Yes! One thing that is very high up on the list is the ability to move baked probes at runtime. This is particularly useful in the "moving...
Hey Todd, indeed the old behavior before the introduction of the Tetrahedralize API was that the last scene to be loaded with probes would take...
Hey Todd, the pink lines, the tetrahedralization of the probes you're placing in the Editor, are independent of the Lightprobes.Tetrahedralize()...
So, in relation to the geometry around them, probes are fixed in the prefabs and have fixed lighting, it's just that you want to instantiate those...
That's not quite correct: You can have baked translucency, albeit it's not entirely obvious. You need to define a custom shader with the...
Hey! There is no equivalent for probe occlusion data. CalculateInterpolatedLightAndOcclusionProbes computes an interpolated value for both SH and...
Hey KospY, the fixes all landed, I'm wondering why it doesn't work for you. Do you have a specific repro you could share? Cheers
Hey Levitas, can you describe the way you procedurally generate your levels in a bit more detail? Are those spawned at regular positions? I.e. is...
Hey MertYavuz81, it seems two of your images did not upload. Additionally, to help you we need a more in-depth description of what happened. Cheers
There is no built-in blending tool, however you can load an additional LightProbes object from an asset for instance and do e.g. a linear blend...
If you have time, please make a ticket, otherwise I'll do it! Thank you!
Instinctively I'd say no :D However, gamma mode is always a bit tricky. There are conversions going back and forth in many places (not just at the...
Hey Cocokozzy, for large scenes we get this problem with the baking times often because the scenes are set up in an unfavorable way. We have a...
Hey Mario, are your lights set to "Baked"? Cheers
Hey olejuer, are you using Gamma or Linear mode? Cheers
Hey everyone, the issue with duplicates in two scenes has been addressed as well. I'm currently waiting for it to go to our main branch and will...
Hey Incode, so a bit of a delay, but this morning the fix got approved (there were some performance considerations we first needed to check out)....
Hey Fressno, this is probably a question best asked in the HDRP forum. Cheers
Hey Fressno, did you bake the lighting in your scene? Without realtime shadows or baking your interior will pick up light from everywhere,...
If you need support for physical units on light sources in URP please repost over in the URP forum, thanks!