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That is correct! VFX Graph is not yet compatible, but support is coming later down the line. We will share an update once it is ready :) WebGPU...
The method for requesting HDR mode change is this one https://docs.unity3d.com/ScriptReference/HDROutputSettings.RequestHDRModeChange.html. We...
Greetings from the Unity Graphics team. We’re excited to announce that starting with Unity 2023.3, the Unity Web Player now provides experimental...
An official HDR Calibration sample project is now available, demonstrating the implementation of an HDR calibration menu for both the Universal...
You can use Ray Queries in your custom shaders, as long as the target device supports this feature. You can query for support at runtime using...
Greetings from the Graphics team! We are glad to announce that as of the 2023.2 tech stream, the Unity Ray Tracing API has been extended to...
Greetings from the Graphics team! We are glad to announce that as of Unity 2023.2.0a18, the Unity Editor and Standalone Players now provide...
Hey JB! We are still hard at work on Block Shaders and Shader Foundry API, and hope to more information, news and examples soon :)
Hey, The DirectX12 backend was officially promoted out of experimental in 2022.2 after resolving many known issues. We recommend you give this a...
It's is not possible to tell using screenshots, but please keep in mind that Graphics Jobs are not supported yet in the Editor, and that Editor...
Hey, Regarding the first question, we are planning to introduce a new streamlined workflow for text based shader authoring, called "Block...
Graphics Jobs can be enabled on mobile (iOS/Android) in an experimental state. We are working to address the known issues, in order to ensure...
The performance benefits from Graphics (and Split) Jobs depend on the project complexity, and whether the bottleneck lies in the work needed to...
Shader prefiltering and stripping runs automatically at build time, based on your project and render pipeline asset settings. We will definitely...
Procedural drawing support for Shader Graph is currently under consideration. Would be great if you can long your request in the public roadmap:...
Hey, We recently landed an important optimization in the form of "Shader Variant Prefiiltering", which aims to filter our unneeded shaders...
Hi! Support for Vulkan and Metal Raytracing is under consideration, both via support for Inline Raytracing / Ray Queries in shaders (currently...
Hey, We are working to provide experimental WebGPU support in the near future, though no concrete timeline to share yet. You can track the...
Hey! Regarding the first issue, looking at the thread above, it seems like you are declaring the semantic for vertex input in your shader:...
Hey! The Shaders team is working on introducing the new Block Shaders and the underlying Shader Foundry API. We hope to soon share more...