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Sorry for late reply, just found your post. There are two ways to do it: 1) Use ModelBuilder and add StridedSlice node at the end of your model....
To my knowledge there is no plan to move PostProcessing to Barracuda. Things might change in the future however. As far as I know, current mobile...
You can find more information about Barracuda - low level library that can execute (infer) Neural Networks using Burst (or Compute shaders) on the...
[ATTACH] Introduction The Barracuda package allows you to run Neural Networks (also sometimes called Machine Learning) inside Unity. Barracuda...
Our team is constantly working on Barracuda and we ship new updates almost biweekly. The latest version 0.6.3 and we are working hard to rollout...
What is your use-case with Conv3D? Would like to understand so that we can prioritise when should we add Conv3D to Barracuda.
Barracuda is intended only for Neural Networks. We have no plans to make Barracuda into general Machine Learning library. Just support for Neural...
Andrew, Thanks for kind words. I am happy that people saw need and potential in cross-platform general inference engine. Indeed there is a...
Используй на*** Light Probe Proxy Volume - https://docs.unity3d.com/Manual/class-LightProbeProxyVolume.html, тогда будет батчиться.
For RenderTexture you might need to access .colorBuffer property before you call RenderTexture.GetNativeTexturePtr() for the first time. See...
Can I get your scene plz? Btw, to get shadows of the static object on dynamic objects you have to setup LightProbes. For pillars scene like you...
We pick fastest path for implementing batching depending on platforms / API. Submitting multiple drawcalls without changing state proved to be...
According to the image above, both sphere and cube have pretty high smoothness values. Reflection is almost mirror - not blurry at all. For very...
Well, that is a tradeoff today. Either you get broader range or compatibility. Pick one :( I'm going to try to convince Toolbag2 that they should...
So I think what happens is that today by default Standard shader does not allow enough roughness for the terrain. It is true that this problem is...
Shader compiler should be able to optimize all that BRDF code out because everything except (1) and (2) is multiplied by 0 - check out the...
Remember that most often people use "Compressed" textures. Packing as many different channels into one texture is generally NOT a good idea....
If you have very rough surface (smoothness=0) it is not Fresnel, but rather a "Disney Diffuse" term of our BRDF. Very rough materials kinda glow a...
Just to clarify, do you need >1 intensity specifically because you have to adjust exposure of HDR images which were made _outside_ of Unity (most...
At some point (b16) we changed our Specular to be physically correct - 3.14 times stronger than Diffuse. That is how it works in Marmoset Toolbag2...