A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
look here: https://forum.unity.com/threads/editor-lag-mouse-events-gets-piled-up-and-prevents-views-from-rendering.612022/ @rawalanche - do you...
Came here to post this (without the sophisticated analysis) Here some more info: - the editor, especially viewport navigation is laggy / choppy...
One more problem - the shader code from the reddit link, which seems to work fine for everyone there throws an error for me: Shader is not...
..either not working or i didn't get it right.. 1. Does this SetTexture really allow for multiple textures and keep gpu instancing working? It...
i suspected that the answer has to do with Append Buffers.. how do they behave when it comes to ordering? I guess order can't be guaranteed? E.g...
I started with compute shaders a few weeks back, and i think i got the basics down, but i am not sure how to approach this: Lets say i have a...
We need our program to continue rendering the camera, even if the oculus is unmounted. Before this was possible with run in background, and...
cool will try that - thanks!
I think there is a misunderstanding - try to clarify: 2017.4 : Compile with mono - the build has a folder named 'Managed' - there are the Net...
there is no error message - i just compiled the embree wrapper as is, and whatever exceptions it may encounter - i dont get any errors. But...
I have a NET dll that needs a few other (native) dlls in a subfolder in the same spot. They are all set to be included in the build, and are...
is there any news on this? Every time i google i end up in this thread.. Also in regards to the SRP?
i am also struggling to get a good overview, and what helped a bit is Keijiros minimal render pipeline example He creates the Asset in code from a...
thanks - it works! Had to put the DepthTextureMode.Depth in Awake.. was in Start before and it did not work. Any way to make it work in the...
I am trying to get my point cloud shader to work with Volumetric effects.. And while all the Depthtexture / pass business is really hard to grasp,...
ok solved it: the #ifdef needs an #else set to 1. #ifdef LOD_FADE_CROSSFADE something = unity_LODFade.x; #else something = 1 #endif
I want to use the unity_LODFade to drive different values in my shader. e.g. size multiplier in a geometry shader that renders point clouds - so...
this is what you might be looking for: https://docs.unity3d.com/2018.1/Documentation/ScriptReference/Experimental.Rendering.AsyncGPUReadback.html...
fmod(_Time.x, 2) * 0.5 unless i didn't understand your problem
You could use samplerStates. from the docs: Or you pack them all into a Texture3d?