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How does this differ from light probes or LPPVs? Is it just an easier way of placing light probes, or something completely new? Are there any...
Submitted a ticket just now, thanks! (Case 1231292)
That was running in the editor so I did more tests in the standalone build below but the results are not much different. I disabled subsurface...
Specs: Unity 2019.3.5f1, HDRP 7.1.8 singlepass instanced, GTX 980, OpenVR with Valve Index In a very basic test scene I cannot get above about 55...
Tried on two separate occasions (a few days apart) on two separate projects to submit a bug report. Both times the reporter itself said the...
That makes a lot of sense. Thank you as always, @bgolus .
Currently using Unity 2018.3.12f1, target is PC. If I have a 1K texture that is RGBA, it remains 1.3MB on both high and medium quality...
You're a life saver as always bgolus! Here's the code for anyone else stumbling across this in the future: o.Normal = half3(0.0, 0.0, 1.0); float2...
Oh wow that's really simple! Only problem is I can't find out how to get the tangent space viewdir. Initially I thought it was a built-in thing...
Hard to say without knowing your exact setup but in my rigidbody controller I handle gravity manually, and only apply it when the controller is...
I'm trying to create a "surface below a surface" effect. Currently I'm using the basic parallax offset with a constant depth, but it isn't ideal...
(tested this in 2017.3.0, 2017.4.1, and 2018b13) So I have this tessellation shader. For some reason, it won't generate the Albedo pass for the...
Ok so not the cleanest solution, but currently I have a script that sets my global shader property to the custom reflection probe in the render...
Is it possible to get the current skybox material's cubemap from within a shader? Kind of like how you can use "unity_FogDensity" to get the...
I made a shader using Shader Forge in Unity 2017 that appears to have broken in Unity 2018. The error doesn't stop it from compiling, but it is...
Currently the way the shadowmask mode works, baked lighting only seems appears outside of the mask. Which is mostly fine until you try to use...
I have a surface shader with 3 passes. On the final pass I would like to distort what the previous 2 passes have rendered with a normal map. The...
Maybe I should just submit a support ticket or something?
I have 8 mixed spotlights in my scene with a static environment. I'm in forward rendering. I'm using the shadowmask mode for the mixed lighting....
I think the problem stems from Quaternion.LookRotation working where the Y axis is up and the Z axis is forward. If you leave the desired upwards...