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I also got this issue in URP recently. I added the code below one to my shaders that use unity's light system. This worked for me....
Oops. My mistake. I turned on the option. Sorry. I'll edit it.
I found a simple solution, but it's not good for performance I guess. Turn off "Use 32-bit display buffer" this option. I don't think this is a...
This doesn't worked for me. I'll send a bug report. Anyway Thanks!
This problem happens at 2018.3.0f2 and 2018.4.7f1 without using LWRP. Any possible solution?
I digged for few days, I got answer for my case. Try to disable Project Settings -> Player -> Other Settings -> Optimize Mesh Data. If this is...
Thanks for the answer. If you used RT, what method did you used for AA? I tried this before, but the size of RT drastically increased, when I...
Hi. I'm working on mobile project. Because of the performance issue, I want to reduce render scale. It's easy to do it. Screen.SetResolution() or...
@DavidSWu It seems like 10:10:10:2 is not supported on J5(2015). I thought up a method without HDR, but I didn't test it and don't know specific...
Hello. When I build lightmap, it looks ok in editor. However, when I build it, it looks very bad. It seems like uv is broken. The weird thing is...
I upload my test result.
What may be general solutions for the fallback? LDR Bloom? Any keywords would be appreciated. Anyway thanks for your help aleksandrk!
That's strange. I also checked all the RenderTextureFormat at scripting api, but it returns false in my case.
Hello. guys. I have a graphics issue on android. I need a help. I created my custom bloom and some other post processing effects using HDR for...