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Alright, thanks. Most of them do not require much work (just replacing uv coordinates by corrected ones), but for some like ao, it is a bit difficult.
Hi, I'm trying to port some effects from Cinematic Image Effects. I've successfully ported Tonemapping Color Grading, but i'm struggling with...
Can you post a screenshot on medium quality ? I'm interested in this for VR applications.
Hi, I'm trying to implement networking in my game, and i'm still learning about uNet. I'm doing a little tank game, and i'm trying to sync the...
Hey, Yeah, the effects presented here are really great, but unfortunately, many of them are not doable in Unity free with a correct performance...
I'm currently a little busy with school, exams... So the developpement will be slowed but not stopped;) But i have some interesting things (very...
Thanks you UT, it's awesome
No, as i said before, with the new SDK, render textures is no longer needed ! The barrel distorsion is done natively by the driver. It justs need...
With the new oculus sdk, it doesn't need render texture : the barrel distortion is handled by the Oculus drivers (if i understood well), the only...
Some recent graphics cards doesn't care about NPOT textures, they have the same performances cost. (On my graphic card, NPOT or POT textures costs...
Final version of Oculus Rift should be 2560 x 1440 minimum or maybe Ultra HD. So a very strong optimization would be necessary.
Really looks like a very good UE4 :) (or CGI) Just add some GI (large shadows are a little flat) and it's perfect ! Do you think you can implement...
It think their path traced method comes from here (or something similar) : http://graphics.cs.williams.edu/papers/DeepGBuffer14/#video They use...
For me, Stencil buffer access is a very little gift to Free users : stencil buffer is not used for many years, and not very useful :/. Possibles...
Try this (not sure) : It seems that the o parameter is useless, because you don't use it in the function, you directly modify v (inout).
It's not exact. There is no "conventional rendering", but some different techniques. So yes, for forward rendering, 8 lights means 8 times the...
Yes, but i'm doing a rework of the package : - easier to use - more like (but not) a rendering modification so not only post process - clean a...
They use some path tracing, but it's filtered and blurred (gi is low frequency). They can do it in a lower res, and upscale with an edge aware...
In the vertex function, you have o.pos = mul(UNITY_MATRIX_MVP, v.vertex); This is the view space position of the pixel. To get the light space...
To optimise performances, i think we can do : - Render the split screen setup of the two cameras, without post process, - Do post process on the...