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[ATTACH] I have encountered a very strange issue with displaying text in the new UI system. It might not technically be a UI bug, as I have...
This technically could be seen as an error in the documentation (see CullMode). I'm working with Editor version 2022.2.19 for reference. My...
I recently replaced all uses of Graphics.DrawMesh (marked as obsolete) with Graphics.RenderMesh in my project. My system involves rendering...
As far as I can tell, LightmapSettings.lightProbes is the only way to access and modify light probe data, but are there other ways, for example a...
Got it. That is good to know, and shouldn't be a difficult fix. Something I read suggested that the 1 in the 4th element was supposed to...
I'm working on a system that allows me to take the interpolated light probe information at an objects location, and apply it to duplicates of that...
My original plan was to use mixed lighting. I already have a pretty good solution for duplicating the lighting of static objects. I tried to do...
Thank you for the clarification. Is there a way to copy the realtime lighting on a dynamic object and reproduce it on an object drawn with...
Hi, I wrote a shader that only takes lighting information from light probes. However I noticed that it did not seem to be capturing the...
I have a script in my project where I unpack a TRS matrix and apply it to a transform: transform.position = matrix.MultiplyPoint3x4(Vector3.zero);...
I have a shader that takes a static lightmap as an input paramter. I use this shader to copy the lighting off of an original mesh object and onto...
Hi, I did not find a way that suited my purposes, but that was because I needed to render the same object in specific but dynamically changing...
I'm working on a project that involves me rendering multiple duplicates of an object, each at a different time in the render queue. Currently this...
I'm working on a project where I want to render many duplicates of the same room. These duplicates are offset and rotated, and need to appear and...
Finally had time to figure this out. Passing in the XOR of the two values as the write mask and then inverting does in fact work! I'm able to...
I posted a few weeks ago about a stencil-based portal shader that I was working on, and I'm happy to say that I think I've solved the basic...
Looked it up. SV_StencilRef is a thing, but only in DirectX 11.3 and DirectX 12. It looks like DirectX 12 is on the roadmap for this year, so I...
Thanks. So does the writemask apply to operations like Zero and Invert, not just Replace? Selectively inverting bits seems like it would be the...
I've also run into this issue while messing around with "alternate dimension" type portal effects. It looks like you and I are using the same...
Hi, I've just started working with the stencil buffer, and I've encountered a limitation that seems strange to me. As far as I can tell, shaders...