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Sebastian Lague manage to implement that sky in his game, he explain it here [MEDIA]
if i'm not mistaken terrain elements are still not supported yet
you need to add a new lighting scenario and blend the weight manually at runtime...
Whoa that's an insane difference
Ah i see, Thanks for the answer
@Tim-C out of curiosity, is there any significant difference in the implementation between this instanced drawing and this repo...
Any chance for teaser video for these? highly interested on these updates since it's regarding performance
I guess so....... i'm on Ryzen 7 5800x but it seems i'm GPU bound as i have to reduce the scaling to 80% to get stable 60+ fps, well except when...
Not sure what happened here to be honest :confused: Also the ARUI Grid Map VFX are broken here, everytime camera looking at the map the fps just...
Ahh so i just test it on the worst case project then , gotcha
@Tim-C did you guys manage to test this with HDRP terrain demo project? i didn't get any performance improvement with it
Ah gotcha, so APV are fine then
i see
I still don't understand why Sky Occlusion still not implemented and still under consideration, it should fix this kind of issue isn't
https://github.com/Unity-Technologies/Graphics/blob/master/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/007-BasicAPV/LightS...
ooohh i know about block shader, but shader foundry API this is the first time i heard about it
Specific cases that are not compatible: The renderer is affecting or is affected by real time global illumination As in Enlighten, or APV?
Wait, what is Shader Foundry???
To be honest i don't mind if they want to add refraction window (especially if the visual improved), but having an option to disable that would be...
Not sure where, either in this thread or in twitter. It was a day after the talk, Someone from the HDRP team explain that it's basically the...