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I'm trying to find occlusion probes which are being used for occluding ground from the sky as it was mentioned here - [MEDIA] but I can't find...
Doesn't Gaia support tesselation? I've tried to make my own resource by duplicating the existing one and didn't find the option there - only...
yeah, but realtime global illumination simply isn't available as I see. Non-dynamic and mixed GI are available. I'll file it as a bug.
Unless I miss somethig I don't see any options for indirect intensity. Is it supposed to be like that or should I file a bug? [IMG]
Do I understand right that HDRP lights don't support realtime enlighten GI?
I've downloaded the photogrammetry demo and the set of test scenes but I can't find any sort of occlusion probes mentioned in GDC 2018...
nvm, the solution was to go to ProjectSettings -> Graphics -> and choose HDRenderPipelineAsset in the Scriptable render pipeline settings.
I also receive this error message UnauthorizedAccessException: Access to the path...
So I wanted to test these new materials (lit, layered lit and so on) but no success so far. I've installed all render pipeline packages, testing...
I have to ask this again - can compiled shaders be used in another project without any contents of the editor package or do I have to include it?...
I was wondering if I could use shaders made with this tool to make environments for Asset Store. Right now I'm making an environment for Unreal...
well, it's hard to add more to the title as I'm not a person who did UI and camera setup but I must deal with this somehow. so the setup is...
We weren't allowed to use RTP on our project so I was wondering what triplanar would you recommend to use with TC? I've tried a shader we had on...
We are on Unity 5.2.3 and every time we make a build we encounter the same problem - lightmaps or lightmap snapshot dissapears when we get back in...
thanks, you can also partially limit its usage in lighting tab settings.
So we decided to switch to fully realtime lighting in our game and now it seems that we're CPU bound because no matter what settings we use except...
So if we have like 2 gigabytes of lightmaps we're borked with most videocards on the market? As I understand lightmaps are loaded in videocard...
yes, thanks for reply! I was wondering - does Unity stream baked maps or does it load them all into memory once a level is loaded?
I was wondering if baked shadows can seriously affect perfomance. They are just textures but I guess they are loaded into video RAM anyway and not...
by the way can somebody explain me how Unity's tricount works? I mean I get additional verts from turning shadows - how could it be? My guess is...